@firestone-hs/simulate-bgs-battle 1.1.733 → 1.1.735
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.
- package/dist/cards/impl/_card-mappings.js +8 -0
- package/dist/cards/impl/_card-mappings.js.map +1 -1
- package/dist/cards/impl/enchantments/deaths-embrace.d.ts +2 -0
- package/dist/cards/impl/enchantments/deaths-embrace.js +14 -0
- package/dist/cards/impl/enchantments/deaths-embrace.js.map +1 -0
- package/dist/cards/impl/enchantments/offensive-sacrifice.js +4 -2
- package/dist/cards/impl/enchantments/offensive-sacrifice.js.map +1 -1
- package/dist/cards/impl/enchantments/resistance.js +1 -1
- package/dist/cards/impl/enchantments/resistance.js.map +1 -1
- package/dist/cards/impl/enchantments/toreths-blessing.d.ts +1 -0
- package/dist/cards/impl/enchantments/toreths-blessing.js +2 -4
- package/dist/cards/impl/enchantments/toreths-blessing.js.map +1 -1
- package/dist/cards/impl/hero-power/runic-empowerment.d.ts +5 -0
- package/dist/cards/impl/hero-power/runic-empowerment.js +24 -0
- package/dist/cards/impl/hero-power/runic-empowerment.js.map +1 -0
- package/dist/cards/impl/minion/cage-gnawer.d.ts +2 -2
- package/dist/cards/impl/minion/cage-gnawer.js +13 -6
- package/dist/cards/impl/minion/cage-gnawer.js.map +1 -1
- package/dist/cards/impl/minion/deathstrider.d.ts +2 -2
- package/dist/cards/impl/minion/deathstrider.js +1 -1
- package/dist/cards/impl/minion/deathstrider.js.map +1 -1
- package/dist/cards/impl/minion/flourishing-frostling.js +0 -2
- package/dist/cards/impl/minion/flourishing-frostling.js.map +1 -1
- package/dist/cards/impl/minion/glowing-cinder.js +1 -1
- package/dist/cards/impl/minion/glowing-cinder.js.map +1 -1
- package/dist/cards/impl/minion/polarizing-beatboxer.js +2 -1
- package/dist/cards/impl/minion/polarizing-beatboxer.js.map +1 -1
- package/dist/cards/impl/minion/ravaging-scorpid.d.ts +2 -2
- package/dist/cards/impl/minion/ravaging-scorpid.js +17 -10
- package/dist/cards/impl/minion/ravaging-scorpid.js.map +1 -1
- package/dist/cards/impl/minion/timewarped-boar.d.ts +2 -0
- package/dist/cards/impl/minion/timewarped-boar.js +43 -0
- package/dist/cards/impl/minion/timewarped-boar.js.map +1 -0
- package/dist/cards/impl/minion/timewarped-henchman.d.ts +2 -0
- package/dist/cards/impl/minion/timewarped-henchman.js +21 -0
- package/dist/cards/impl/minion/timewarped-henchman.js.map +1 -0
- package/dist/cards/impl/trinket/blood-golem-sticker.js +0 -2
- package/dist/cards/impl/trinket/blood-golem-sticker.js.map +1 -1
- package/dist/cards/impl/trinket/deathtouch-apple.d.ts +2 -2
- package/dist/cards/impl/trinket/deathtouch-apple.js +0 -1
- package/dist/cards/impl/trinket/deathtouch-apple.js.map +1 -1
- package/dist/services/utils.d.ts +1 -1
- package/dist/services/utils.js +2 -2
- package/dist/services/utils.js.map +1 -1
- package/dist/simulation/after-attack.d.ts +1 -1
- package/dist/simulation/after-attack.js +21 -3
- package/dist/simulation/after-attack.js.map +1 -1
- package/dist/simulation/attack.d.ts +1 -1
- package/dist/simulation/attack.js +5 -4
- package/dist/simulation/attack.js.map +1 -1
- package/dist/simulation/auras.js +9 -6
- package/dist/simulation/auras.js.map +1 -1
- package/dist/simulation/deathrattle-on-trigger.js +9 -3
- package/dist/simulation/deathrattle-on-trigger.js.map +1 -1
- package/dist/simulation/magnetize.d.ts +2 -3
- package/dist/simulation/magnetize.js +15 -16
- package/dist/simulation/magnetize.js.map +1 -1
- package/dist/simulation/minion-death.js +2 -0
- package/dist/simulation/minion-death.js.map +1 -1
- package/dist/simulation/remove-minion-from-board.js.map +1 -1
- package/dist/simulation/spectator/spectator.d.ts +2 -2
- package/dist/simulation/spectator/spectator.js +2 -1
- package/dist/simulation/spectator/spectator.js.map +1 -1
- package/dist/simulation/stats.d.ts +2 -2
- package/dist/simulation/stats.js +4 -5
- package/dist/simulation/stats.js.map +1 -1
- package/dist/utils.js +6 -0
- package/dist/utils.js.map +1 -1
- package/package.json +1 -1
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{ BgsGameState } from '../../bgs-battle-info';\r\nimport { BgsPlayerEntity, BoardTrinket } from '../../bgs-player-entity';\r\nimport { BoardEntity } from '../../board-entity';\r\nimport { BoardSecret } from '../../board-secret';\r\nimport { GameAction, buildGameAction } from './game-action';\r\nimport { GameSample } from './game-sample';\r\n\r\nconst MAX_SAMPLES = 1;\r\n\r\nexport class Spectator {\r\n\tprivate actionsForCurrentBattle: GameAction[];\r\n\tprivate wonBattles: GameSample[];\r\n\tprivate tiedBattles: GameSample[];\r\n\tprivate lostBattles: GameSample[];\r\n\t// Recording every action is a significant part of the total simulation cost, so the\r\n\t// main simulation loop runs with recording off. Outcome samples are captured post-hoc:\r\n\t// once the outcome distribution is known, a few battles are re-run with recording\r\n\t// explicitly turned on until each outcome bucket that occurred has a sample.\r\n\tprivate recording = false;\r\n\r\n\tconstructor(private readonly enabled: boolean) {\r\n\t\tthis.actionsForCurrentBattle = [];\r\n\t\tthis.wonBattles = [];\r\n\t\tthis.tiedBattles = [];\r\n\t\tthis.lostBattles = [];\r\n\t}\r\n\r\n\tpublic startRecording(): void {\r\n\t\tif (this.enabled) {\r\n\t\t\tthis.recording = true;\r\n\t\t}\r\n\t}\r\n\r\n\tpublic stopRecording(): void {\r\n\t\tthis.recording = false;\r\n\t\tthis.actionsForCurrentBattle = [];\r\n\t}\r\n\r\n\tpublic hasSampleFor(result: 'won' | 'lost' | 'tied'): boolean {\r\n\t\tswitch (result) {\r\n\t\t\tcase 'won':\r\n\t\t\t\treturn this.wonBattles.length >= MAX_SAMPLES;\r\n\t\t\tcase 'lost':\r\n\t\t\t\treturn this.lostBattles.length >= MAX_SAMPLES;\r\n\t\t\tcase 'tied':\r\n\t\t\t\treturn this.tiedBattles.length >= MAX_SAMPLES;\r\n\t\t}\r\n\t}\r\n\r\n\tpublic prune(): void {\r\n\t\tthis.wonBattles = this.wonBattles.slice(0, MAX_SAMPLES);\r\n\t\tthis.lostBattles = this.lostBattles.slice(0, MAX_SAMPLES);\r\n\t\tthis.tiedBattles = this.tiedBattles.slice(0, MAX_SAMPLES);\r\n\t}\r\n\r\n\tpublic buildOutcomeSamples(gameState: BgsGameState): {\r\n\t\twon: readonly GameSample[];\r\n\t\tlost: readonly GameSample[];\r\n\t\ttied: readonly GameSample[];\r\n\t} {\r\n\t\tif (!this.enabled) {\r\n\t\t\treturn {\r\n\t\t\t\twon: [],\r\n\t\t\t\tlost: [],\r\n\t\t\t\ttied: [],\r\n\t\t\t};\r\n\t\t}\r\n\t\treturn {\r\n\t\t\twon: this.wonBattles?.map((battle) => this.cleanUpActions(battle, gameState)),\r\n\t\t\tlost: this.lostBattles?.map((battle) => this.cleanUpActions(battle, gameState)),\r\n\t\t\ttied: this.tiedBattles?.map((battle) => this.cleanUpActions(battle, gameState)),\r\n\t\t};\r\n\t}\r\n\r\n\tprivate cleanUpActions(battle: GameSample, gameState: BgsGameState): GameSample {\r\n\t\tconst collapsed = this.collapseActions(battle.actions);\r\n\t\tconst result: GameSample = {\r\n\t\t\t...battle,\r\n\t\t\tactions: collapsed,\r\n\t\t\tanomalies: gameState.anomalies,\r\n\t\t};\r\n\t\treturn result;\r\n\t}\r\n\r\n\tpublic commitBattleResult(result: 'won' | 'lost' | 'tied'): void {\r\n\t\tif (!this.recording) {\r\n\t\t\tthis.actionsForCurrentBattle = [];\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tconst actionsForBattle = this.actionsForCurrentBattle;\r\n\t\tthis.actionsForCurrentBattle = [];\r\n\r\n\t\tconst battle: GameSample = {\r\n\t\t\tactions: actionsForBattle,\r\n\t\t\tanomalies: [],\r\n\t\t};\r\n\t\t// Only keep the sample if this bucket still needs one (prune() would discard the\r\n\t\t// extras anyway, and holding on to them wastes memory)\r\n\t\tswitch (result) {\r\n\t\t\tcase 'won':\r\n\t\t\t\tif (this.wonBattles.length < MAX_SAMPLES) {\r\n\t\t\t\t\tthis.wonBattles.push(battle);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase 'lost':\r\n\t\t\t\tif (this.lostBattles.length < MAX_SAMPLES) {\r\n\t\t\t\t\tthis.lostBattles.push(battle);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase 'tied':\r\n\t\t\t\tif (this.tiedBattles.length < MAX_SAMPLES) {\r\n\t\t\t\t\tthis.tiedBattles.push(battle);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\r\n\tpublic registerAttack(\r\n\t\tattackingEntity: BoardEntity,\r\n\t\tdefendingEntity: BoardEntity,\r\n\t\tattackingBoard: readonly BoardEntity[],\r\n\t\tdefendingBoard: readonly BoardEntity[],\r\n\t\tattackingBoardHero: BgsPlayerEntity,\r\n\t\tdefendingBoardHero: BgsPlayerEntity,\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\t// console.debug(\r\n\t\t// \t'\\n register attack',\r\n\t\t// \tstringifySimple(attackingBoard),\r\n\t\t// \t'\\n',\r\n\t\t// \tstringifySimple(defendingBoard),\r\n\t\t// \t'\\n',\r\n\t\t// \tattackingBoard.find((e) => e.entityId === 2441),\r\n\t\t// \t'\\n',\r\n\t\t// \tattackingBoard.find((e) => e.entityId === 2442),\r\n\t\t// );\r\n\t\tconst isAttackerFriendly = attackingBoard.every((entity) => entity.friendly);\r\n\t\tconst playerHero = isAttackerFriendly ? attackingBoardHero : defendingBoardHero;\r\n\t\tconst opponentHero = isAttackerFriendly ? defendingBoardHero : attackingBoardHero;\r\n\t\tconst friendlyBoard = isAttackerFriendly ? attackingBoard : defendingBoard;\r\n\t\tconst opponentBoard = isAttackerFriendly ? defendingBoard : attackingBoard;\r\n\t\tconst action: GameAction = buildGameAction(playerHero, opponentHero, {\r\n\t\t\ttype: 'attack',\r\n\t\t\tsourceEntityId: attackingEntity.entityId,\r\n\t\t\ttargetEntityId: defendingEntity.entityId,\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\tplayerHand: this.sanitize(playerHero.hand),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\topponentHand: this.sanitize(opponentHero.hand),\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerStartOfCombat(\r\n\t\tfriendlyBoard: readonly BoardEntity[],\r\n\t\topponentBoard: readonly BoardEntity[],\r\n\t\tfriendlyHero: BgsPlayerEntity,\r\n\t\topponentHero: BgsPlayerEntity,\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tconst action: GameAction = buildGameAction(friendlyHero, opponentHero, {\r\n\t\t\ttype: 'start-of-combat',\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: this.sanitize(friendlyHero.hand),\r\n\t\t\topponentHand: this.sanitize(opponentHero.hand),\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerPlayerAttack(\r\n\t\tfriendlyBoard: readonly BoardEntity[],\r\n\t\topponentBoard: readonly BoardEntity[],\r\n\t\tdamage: number,\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'player-attack',\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: null,\r\n\t\t\topponentHand: null,\r\n\t\t\tdamages: [\r\n\t\t\t\t{\r\n\t\t\t\t\tdamage: damage,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerOpponentAttack(\r\n\t\tfriendlyBoard: readonly BoardEntity[],\r\n\t\topponentBoard: readonly BoardEntity[],\r\n\t\tdamage: number,\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'opponent-attack',\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: null,\r\n\t\t\topponentHand: null,\r\n\t\t\tdamages: [\r\n\t\t\t\t{\r\n\t\t\t\t\tdamage: damage,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerDamageDealt(\r\n\t\tdamagingEntity: BoardEntity,\r\n\t\tdamagedEntity: BoardEntity,\r\n\t\tdamageTaken: number,\r\n\t\tdamagedEntityBoard: BoardEntity[],\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tif (!damagingEntity.entityId) {\r\n\t\t\t// console.error('missing damaging entity id', damagingEntity.cardId);\r\n\t\t}\r\n\t\tconst friendlyBoard = damagedEntityBoard.every((entity) => entity.friendly) ? damagedEntityBoard : null;\r\n\t\tconst opponentBoard = damagedEntityBoard.every((entity) => !entity.friendly) ? damagedEntityBoard : null;\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'damage',\r\n\t\t\tdamages: [\r\n\t\t\t\t{\r\n\t\t\t\t\tsourceEntityId: damagingEntity.entityId,\r\n\t\t\t\t\ttargetEntityId: damagedEntity.entityId,\r\n\t\t\t\t\tdamage: damageTaken,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: null,\r\n\t\t\topponentHand: null,\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerPowerTarget(\r\n\t\tsourceEntity: BoardEntity | BgsPlayerEntity | BoardSecret | BoardTrinket,\r\n\t\ttargetEntity: BoardEntity | BgsPlayerEntity,\r\n\t\ttargetBoard: BoardEntity[],\r\n\t\thero1: BgsPlayerEntity,\r\n\t\thero2: BgsPlayerEntity,\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tif (!targetEntity) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\t// console.log('registerPowerTarget', stringifySimpleCard(sourceEntity), stringifySimpleCard(targetEntity), new Error().stack);\r\n\t\tconst friendlyBoard = targetBoard?.every((entity) => entity.friendly) ? targetBoard : null;\r\n\t\tconst opponentBoard = targetBoard?.every((entity) => !entity.friendly) ? targetBoard : null;\r\n\t\tconst friendlyHero = hero1?.friendly ? hero1 : hero2?.friendly ? hero2 : null;\r\n\t\tconst opponentHero = hero1?.friendly ? hero2 : hero2?.friendly ? hero1 : null;\r\n\t\tconst action: GameAction = buildGameAction(friendlyHero, opponentHero, {\r\n\t\t\ttype: 'power-target',\r\n\t\t\tsourceEntityId: sourceEntity.entityId,\r\n\t\t\ttargetEntityId: targetEntity.entityId,\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: this.sanitize(friendlyHero?.hand),\r\n\t\t\topponentHand: this.sanitize(opponentHero?.hand),\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerPowerTargets(\r\n\t\tsourceEntity: BoardEntity | BgsPlayerEntity | BoardSecret | BoardTrinket,\r\n\t\ttargetEntities: (BoardEntity | BgsPlayerEntity)[],\r\n\t\ttargetBoard: BoardEntity[],\r\n\t\thero1: BgsPlayerEntity,\r\n\t\thero2: BgsPlayerEntity,\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tif (!targetEntities?.length) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\t// console.log('registerPowerTarget', stringifySimpleCard(sourceEntity), stringifySimpleCard(targetEntity), new Error().stack);\r\n\t\tconst friendlyBoard = targetBoard?.every((entity) => entity.friendly) ? targetBoard : null;\r\n\t\tconst opponentBoard = targetBoard?.every((entity) => !entity.friendly) ? targetBoard : null;\r\n\t\tconst friendlyHero = hero1?.friendly ? hero1 : hero2?.friendly ? hero2 : null;\r\n\t\tconst opponentHero = hero1?.friendly ? hero2 : hero2?.friendly ? hero1 : null;\r\n\t\tconst action: GameAction = buildGameAction(friendlyHero, opponentHero, {\r\n\t\t\ttype: 'power-target',\r\n\t\t\tsourceEntityId: sourceEntity.entityId,\r\n\t\t\ttargetEntityIds: targetEntities.map((entity) => entity.entityId),\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: this.sanitize(friendlyHero?.hand),\r\n\t\t\topponentHand: this.sanitize(opponentHero?.hand),\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerMinionsSpawn(\r\n\t\tsourceEntity: BoardEntity | BgsPlayerEntity | BoardTrinket,\r\n\t\tboardOnWhichToSpawn: BoardEntity[],\r\n\t\tspawnedEntities: readonly BoardEntity[],\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tif (!spawnedEntities || spawnedEntities.length === 0) {\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tif (!sourceEntity?.entityId) {\r\n\t\t\t// console.error('missing spawn source entity id', sourceEntity);\r\n\t\t}\r\n\t\tconst friendlyBoard = boardOnWhichToSpawn.every((entity) => entity.friendly) ? boardOnWhichToSpawn : null;\r\n\t\tconst opponentBoard = boardOnWhichToSpawn.every((entity) => !entity.friendly) ? boardOnWhichToSpawn : null;\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'spawn',\r\n\t\t\tspawns: this.sanitize(spawnedEntities),\r\n\t\t\tsourceEntityId: sourceEntity?.entityId,\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: null,\r\n\t\t\topponentHand: null,\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerDeadEntities(\r\n\t\tdeadMinionIndexes1: number[],\r\n\t\tdeadEntities1: BoardEntity[],\r\n\t\tboard1: BoardEntity[],\r\n\t\tdeadMinionIndexes2: number[],\r\n\t\tdeadEntities2: BoardEntity[],\r\n\t\tboard2: BoardEntity[],\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tconst deaths = [...(deadEntities1 || []), ...(deadEntities2 || [])];\r\n\t\tif (!deaths || deaths.length === 0) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'minion-death',\r\n\t\t\tdeaths: this.sanitize(deaths),\r\n\t\t\tdeadMinionsPositionsOnBoard: [\r\n\t\t\t\t...(deadMinionIndexes1 || []).map((i) => board1.length - i),\r\n\t\t\t\t...(deadMinionIndexes2 || []).map((i) => board2.length - i),\r\n\t\t\t],\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tprivate addAction(action: GameAction) {\r\n\t\tthis.actionsForCurrentBattle.push(action);\r\n\t}\r\n\r\n\tprivate collapseActions(actions: readonly GameAction[]): readonly GameAction[] {\r\n\t\tif (!this.enabled) {\r\n\t\t\treturn [];\r\n\t\t}\r\n\t\tif (!actions || actions.length === 0) {\r\n\t\t\treturn [];\r\n\t\t}\r\n\t\tconst result: GameAction[] = [];\r\n\t\tfor (let i = 0; i < actions.length; i++) {\r\n\t\t\tconst action: GameAction = {\r\n\t\t\t\t...actions[i],\r\n\t\t\t\tplayerBoard: this.sanitize(actions[i].playerBoard),\r\n\t\t\t\topponentBoard: this.sanitize(actions[i].opponentBoard),\r\n\t\t\t\tplayerHand: this.sanitize(actions[i].playerHand),\r\n\t\t\t\topponentHand: this.sanitize(actions[i].opponentHand),\r\n\t\t\t\t// spawns: this.sanitize(actions[i].spawns),\r\n\t\t\t\tdeaths: this.sanitize(actions[i].deaths),\r\n\t\t\t\tplayerTrinkets: this.sanitizeTrinkets(actions[i].playerTrinkets),\r\n\t\t\t\topponentTrinkets: this.sanitizeTrinkets(actions[i].opponentTrinkets),\r\n\t\t\t};\r\n\t\t\t// action.playerBoard && console.debug('\\naction playerboard', stringifySimple(action.playerBoard));\r\n\t\t\tconst lastAction = result.length > 0 ? result[result.length - 1] : null;\r\n\r\n\t\t\tif (lastAction) {\r\n\t\t\t\taction.playerBoard = action.playerBoard ?? lastAction.playerBoard;\r\n\t\t\t\taction.opponentBoard = action.opponentBoard ?? lastAction.opponentBoard;\r\n\t\t\t\taction.playerHand = action.playerHand ?? lastAction.playerHand;\r\n\t\t\t\taction.opponentHand = action.opponentHand ?? lastAction.opponentHand;\r\n\t\t\t\taction.playerSecrets = action.playerSecrets ?? lastAction.playerSecrets;\r\n\t\t\t\taction.opponentSecrets = action.opponentSecrets ?? lastAction.opponentSecrets;\r\n\t\t\t\taction.playerRewardCardId = action.playerRewardCardId ?? lastAction.playerRewardCardId;\r\n\t\t\t\taction.playerRewardEntityId = action.playerRewardEntityId ?? lastAction.playerRewardEntityId;\r\n\t\t\t\taction.playerRewardData = action.playerRewardData ?? lastAction.playerRewardData;\r\n\t\t\t\taction.opponentRewardCardId = action.opponentRewardCardId ?? lastAction.opponentRewardCardId;\r\n\t\t\t\taction.opponentRewardEntityId = action.opponentRewardEntityId ?? lastAction.opponentRewardEntityId;\r\n\t\t\t\taction.opponentRewardData = action.opponentRewardData ?? lastAction.opponentRewardData;\r\n\t\t\t\taction.playerCardId = action.playerCardId ?? lastAction.playerCardId;\r\n\t\t\t\taction.playerEntityId = action.playerEntityId ?? lastAction.playerEntityId;\r\n\t\t\t\taction.playerHeroPowerCardId = action.playerHeroPowerCardId ?? lastAction.playerHeroPowerCardId;\r\n\t\t\t\taction.playerHeroPowerEntityId = action.playerHeroPowerEntityId ?? lastAction.playerHeroPowerEntityId;\r\n\t\t\t\taction.playerHeroPowerUsed = action.playerHeroPowerUsed ?? lastAction.playerHeroPowerUsed;\r\n\t\t\t\taction.opponentCardId = action.opponentCardId ?? lastAction.opponentCardId;\r\n\t\t\t\taction.opponentEntityId = action.opponentEntityId ?? lastAction.opponentEntityId;\r\n\t\t\t\taction.opponentHeroPowerCardId = action.opponentHeroPowerCardId ?? lastAction.opponentHeroPowerCardId;\r\n\t\t\t\taction.opponentHeroPowerEntityId =\r\n\t\t\t\t\taction.opponentHeroPowerEntityId ?? lastAction.opponentHeroPowerEntityId;\r\n\t\t\t\taction.opponentHeroPowerUsed = action.opponentHeroPowerUsed ?? lastAction.opponentHeroPowerUsed;\r\n\t\t\t\taction.playerTrinkets = action.playerTrinkets ?? lastAction.playerTrinkets;\r\n\t\t\t\taction.opponentTrinkets = action.opponentTrinkets ?? lastAction.opponentTrinkets;\r\n\t\t\t}\r\n\r\n\t\t\tif (lastAction && action.type === 'damage' && lastAction.type === 'attack') {\r\n\t\t\t\tlastAction.damages = lastAction.damages || [];\r\n\t\t\t\tlastAction.damages.push({\r\n\t\t\t\t\tdamage: action.damages[0].damage,\r\n\t\t\t\t\tsourceEntityId: action.damages[0].sourceEntityId,\r\n\t\t\t\t\ttargetEntityId: action.damages[0].targetEntityId,\r\n\t\t\t\t});\r\n\t\t\t\tlastAction.playerBoard = action.playerBoard;\r\n\t\t\t\tlastAction.opponentBoard = action.opponentBoard;\r\n\t\t\t\tlastAction.playerHand = action.playerHand;\r\n\t\t\t\tlastAction.opponentHand = action.opponentHand;\r\n\t\t\t\tlastAction.playerSecrets = action.playerSecrets;\r\n\t\t\t\tlastAction.opponentSecrets = action.opponentSecrets;\r\n\t\t\t\tlastAction.playerTrinkets = action.playerTrinkets;\r\n\t\t\t\tlastAction.opponentTrinkets = action.opponentTrinkets;\r\n\t\t\t} else if (lastAction && action.type === 'damage' && lastAction.type === 'damage') {\r\n\t\t\t\tlastAction.damages = lastAction.damages || [];\r\n\t\t\t\tlastAction.damages.push({\r\n\t\t\t\t\tdamage: action.damages[0].damage,\r\n\t\t\t\t\tsourceEntityId: action.damages[0].sourceEntityId,\r\n\t\t\t\t\ttargetEntityId: action.damages[0].targetEntityId,\r\n\t\t\t\t});\r\n\t\t\t\tlastAction.playerBoard = action.playerBoard;\r\n\t\t\t\tlastAction.opponentBoard = action.opponentBoard;\r\n\t\t\t\tlastAction.playerHand = action.playerHand;\r\n\t\t\t\tlastAction.opponentHand = action.opponentHand;\r\n\t\t\t\tlastAction.playerSecrets = action.playerSecrets;\r\n\t\t\t\tlastAction.opponentSecrets = action.opponentSecrets;\r\n\t\t\t\tlastAction.playerTrinkets = action.playerTrinkets;\r\n\t\t\t\tlastAction.opponentTrinkets = action.opponentTrinkets;\r\n\t\t\t} else if (\r\n\t\t\t\tlastAction &&\r\n\t\t\t\taction.type === 'power-target' &&\r\n\t\t\t\tlastAction.type === 'power-target' &&\r\n\t\t\t\taction.sourceEntityId === lastAction.sourceEntityId\r\n\t\t\t) {\r\n\t\t\t\tlastAction.targetEntityIds =\r\n\t\t\t\t\tlastAction.targetEntityIds ?? (lastAction.targetEntityId ? [lastAction.targetEntityId] : []);\r\n\t\t\t\taction.targetEntityIds =\r\n\t\t\t\t\taction.targetEntityIds ?? (action.targetEntityId ? [action.targetEntityId] : []);\r\n\t\t\t\tlastAction.targetEntityIds.push(...action.targetEntityIds);\r\n\t\t\t\t// So that when multiple Leapfroggers enchantments target the same minion,\r\n\t\t\t\t// we can count them in the replay viewer's text\r\n\t\t\t\t// lastAction.targetEntityIds = [...new Set(lastAction.targetEntityIds)];\r\n\t\t\t\tlastAction.playerBoard = action.playerBoard;\r\n\t\t\t\tlastAction.opponentBoard = action.opponentBoard;\r\n\t\t\t\tlastAction.playerHand = action.playerHand;\r\n\t\t\t\tlastAction.opponentHand = action.opponentHand;\r\n\t\t\t\tlastAction.playerSecrets = action.playerSecrets;\r\n\t\t\t\tlastAction.opponentSecrets = action.opponentSecrets;\r\n\t\t\t\tlastAction.playerTrinkets = action.playerTrinkets;\r\n\t\t\t\tlastAction.opponentTrinkets = action.opponentTrinkets;\r\n\t\t\t} else {\r\n\t\t\t\tresult.push(action);\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\t// Calling sanitize every time before we add an action to the list is mandatory, since\r\n\t// the entities and boards are mutable\r\n\tprivate sanitize(board: readonly BoardEntity[]): readonly BoardEntity[] {\r\n\t\tif (!board) {\r\n\t\t\treturn undefined;\r\n\t\t}\r\n\t\treturn board.map(\r\n\t\t\t(entity) =>\r\n\t\t\t\t({\r\n\t\t\t\t\tentityId: entity.entityId,\r\n\t\t\t\t\tcardId: entity.cardId,\r\n\t\t\t\t\tfriendly: entity.friendly,\r\n\t\t\t\t\tattack: entity.attack,\r\n\t\t\t\t\thealth: entity.health,\r\n\t\t\t\t\tmaxHealth: entity.maxHealth,\r\n\t\t\t\t\ttaunt: entity.taunt,\r\n\t\t\t\t\tdivineShield: entity.divineShield,\r\n\t\t\t\t\tpoisonous: entity.poisonous,\r\n\t\t\t\t\tvenomous: entity.venomous,\r\n\t\t\t\t\treborn: entity.reborn,\r\n\t\t\t\t\twindfury: entity.windfury,\r\n\t\t\t\t\tstealth: entity.stealth,\r\n\t\t\t\t} as BoardEntity),\r\n\t\t);\r\n\t}\r\n\r\n\tprivate sanitizeTrinkets(trinkets: readonly BoardTrinket[]): readonly BoardTrinket[] {\r\n\t\tif (!trinkets?.length) {\r\n\t\t\treturn undefined;\r\n\t\t}\r\n\t\tconst result = trinkets.map(\r\n\t\t\t(t) =>\r\n\t\t\t\t({\r\n\t\t\t\t\tcardId: t.cardId,\r\n\t\t\t\t\tentityId: t.entityId,\r\n\t\t\t\t\tscriptDataNum1: t.scriptDataNum1,\r\n\t\t\t\t\tscriptDataNum6: t.scriptDataNum6,\r\n\t\t\t\t\ttags: t.tags,\r\n\t\t\t\t} as BoardTrinket),\r\n\t\t);\r\n\t\treturn result;\r\n\t}\r\n}\r\n"]}
|
|
1
|
+
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{ BgsGameState } from '../../bgs-battle-info';\r\nimport { BgsPlayerEntity, BoardTrinket } from '../../bgs-player-entity';\r\nimport { BoardEnchantment, BoardEntity } from '../../board-entity';\r\nimport { BoardSecret } from '../../board-secret';\r\nimport { GameAction, buildGameAction } from './game-action';\r\nimport { GameSample } from './game-sample';\r\n\r\nconst MAX_SAMPLES = 1;\r\n\r\nexport class Spectator {\r\n\tprivate actionsForCurrentBattle: GameAction[];\r\n\tprivate wonBattles: GameSample[];\r\n\tprivate tiedBattles: GameSample[];\r\n\tprivate lostBattles: GameSample[];\r\n\t// Recording every action is a significant part of the total simulation cost, so the\r\n\t// main simulation loop runs with recording off. Outcome samples are captured post-hoc:\r\n\t// once the outcome distribution is known, a few battles are re-run with recording\r\n\t// explicitly turned on until each outcome bucket that occurred has a sample.\r\n\tprivate recording = false;\r\n\r\n\tconstructor(private readonly enabled: boolean) {\r\n\t\tthis.actionsForCurrentBattle = [];\r\n\t\tthis.wonBattles = [];\r\n\t\tthis.tiedBattles = [];\r\n\t\tthis.lostBattles = [];\r\n\t}\r\n\r\n\tpublic startRecording(): void {\r\n\t\tif (this.enabled) {\r\n\t\t\tthis.recording = true;\r\n\t\t}\r\n\t}\r\n\r\n\tpublic stopRecording(): void {\r\n\t\tthis.recording = false;\r\n\t\tthis.actionsForCurrentBattle = [];\r\n\t}\r\n\r\n\tpublic hasSampleFor(result: 'won' | 'lost' | 'tied'): boolean {\r\n\t\tswitch (result) {\r\n\t\t\tcase 'won':\r\n\t\t\t\treturn this.wonBattles.length >= MAX_SAMPLES;\r\n\t\t\tcase 'lost':\r\n\t\t\t\treturn this.lostBattles.length >= MAX_SAMPLES;\r\n\t\t\tcase 'tied':\r\n\t\t\t\treturn this.tiedBattles.length >= MAX_SAMPLES;\r\n\t\t}\r\n\t}\r\n\r\n\tpublic prune(): void {\r\n\t\tthis.wonBattles = this.wonBattles.slice(0, MAX_SAMPLES);\r\n\t\tthis.lostBattles = this.lostBattles.slice(0, MAX_SAMPLES);\r\n\t\tthis.tiedBattles = this.tiedBattles.slice(0, MAX_SAMPLES);\r\n\t}\r\n\r\n\tpublic buildOutcomeSamples(gameState: BgsGameState): {\r\n\t\twon: readonly GameSample[];\r\n\t\tlost: readonly GameSample[];\r\n\t\ttied: readonly GameSample[];\r\n\t} {\r\n\t\tif (!this.enabled) {\r\n\t\t\treturn {\r\n\t\t\t\twon: [],\r\n\t\t\t\tlost: [],\r\n\t\t\t\ttied: [],\r\n\t\t\t};\r\n\t\t}\r\n\t\treturn {\r\n\t\t\twon: this.wonBattles?.map((battle) => this.cleanUpActions(battle, gameState)),\r\n\t\t\tlost: this.lostBattles?.map((battle) => this.cleanUpActions(battle, gameState)),\r\n\t\t\ttied: this.tiedBattles?.map((battle) => this.cleanUpActions(battle, gameState)),\r\n\t\t};\r\n\t}\r\n\r\n\tprivate cleanUpActions(battle: GameSample, gameState: BgsGameState): GameSample {\r\n\t\tconst collapsed = this.collapseActions(battle.actions);\r\n\t\tconst result: GameSample = {\r\n\t\t\t...battle,\r\n\t\t\tactions: collapsed,\r\n\t\t\tanomalies: gameState.anomalies,\r\n\t\t};\r\n\t\treturn result;\r\n\t}\r\n\r\n\tpublic commitBattleResult(result: 'won' | 'lost' | 'tied'): void {\r\n\t\tif (!this.recording) {\r\n\t\t\tthis.actionsForCurrentBattle = [];\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tconst actionsForBattle = this.actionsForCurrentBattle;\r\n\t\tthis.actionsForCurrentBattle = [];\r\n\r\n\t\tconst battle: GameSample = {\r\n\t\t\tactions: actionsForBattle,\r\n\t\t\tanomalies: [],\r\n\t\t};\r\n\t\t// Only keep the sample if this bucket still needs one (prune() would discard the\r\n\t\t// extras anyway, and holding on to them wastes memory)\r\n\t\tswitch (result) {\r\n\t\t\tcase 'won':\r\n\t\t\t\tif (this.wonBattles.length < MAX_SAMPLES) {\r\n\t\t\t\t\tthis.wonBattles.push(battle);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase 'lost':\r\n\t\t\t\tif (this.lostBattles.length < MAX_SAMPLES) {\r\n\t\t\t\t\tthis.lostBattles.push(battle);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase 'tied':\r\n\t\t\t\tif (this.tiedBattles.length < MAX_SAMPLES) {\r\n\t\t\t\t\tthis.tiedBattles.push(battle);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\r\n\tpublic registerAttack(\r\n\t\tattackingEntity: BoardEntity,\r\n\t\tdefendingEntity: BoardEntity,\r\n\t\tattackingBoard: readonly BoardEntity[],\r\n\t\tdefendingBoard: readonly BoardEntity[],\r\n\t\tattackingBoardHero: BgsPlayerEntity,\r\n\t\tdefendingBoardHero: BgsPlayerEntity,\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\t// console.debug(\r\n\t\t// \t'\\n register attack',\r\n\t\t// \tstringifySimple(attackingBoard),\r\n\t\t// \t'\\n',\r\n\t\t// \tstringifySimple(defendingBoard),\r\n\t\t// \t'\\n',\r\n\t\t// \tattackingBoard.find((e) => e.entityId === 2441),\r\n\t\t// \t'\\n',\r\n\t\t// \tattackingBoard.find((e) => e.entityId === 2442),\r\n\t\t// );\r\n\t\tconst isAttackerFriendly = attackingBoard.every((entity) => entity.friendly);\r\n\t\tconst playerHero = isAttackerFriendly ? attackingBoardHero : defendingBoardHero;\r\n\t\tconst opponentHero = isAttackerFriendly ? defendingBoardHero : attackingBoardHero;\r\n\t\tconst friendlyBoard = isAttackerFriendly ? attackingBoard : defendingBoard;\r\n\t\tconst opponentBoard = isAttackerFriendly ? defendingBoard : attackingBoard;\r\n\t\tconst action: GameAction = buildGameAction(playerHero, opponentHero, {\r\n\t\t\ttype: 'attack',\r\n\t\t\tsourceEntityId: attackingEntity.entityId,\r\n\t\t\ttargetEntityId: defendingEntity.entityId,\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\tplayerHand: this.sanitize(playerHero.hand),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\topponentHand: this.sanitize(opponentHero.hand),\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerStartOfCombat(\r\n\t\tfriendlyBoard: readonly BoardEntity[],\r\n\t\topponentBoard: readonly BoardEntity[],\r\n\t\tfriendlyHero: BgsPlayerEntity,\r\n\t\topponentHero: BgsPlayerEntity,\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tconst action: GameAction = buildGameAction(friendlyHero, opponentHero, {\r\n\t\t\ttype: 'start-of-combat',\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: this.sanitize(friendlyHero.hand),\r\n\t\t\topponentHand: this.sanitize(opponentHero.hand),\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerPlayerAttack(\r\n\t\tfriendlyBoard: readonly BoardEntity[],\r\n\t\topponentBoard: readonly BoardEntity[],\r\n\t\tdamage: number,\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'player-attack',\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: null,\r\n\t\t\topponentHand: null,\r\n\t\t\tdamages: [\r\n\t\t\t\t{\r\n\t\t\t\t\tdamage: damage,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerOpponentAttack(\r\n\t\tfriendlyBoard: readonly BoardEntity[],\r\n\t\topponentBoard: readonly BoardEntity[],\r\n\t\tdamage: number,\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'opponent-attack',\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: null,\r\n\t\t\topponentHand: null,\r\n\t\t\tdamages: [\r\n\t\t\t\t{\r\n\t\t\t\t\tdamage: damage,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerDamageDealt(\r\n\t\tdamagingEntity: BoardEntity,\r\n\t\tdamagedEntity: BoardEntity,\r\n\t\tdamageTaken: number,\r\n\t\tdamagedEntityBoard: BoardEntity[],\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tif (!damagingEntity.entityId) {\r\n\t\t\t// console.error('missing damaging entity id', damagingEntity.cardId);\r\n\t\t}\r\n\t\tconst friendlyBoard = damagedEntityBoard.every((entity) => entity.friendly) ? damagedEntityBoard : null;\r\n\t\tconst opponentBoard = damagedEntityBoard.every((entity) => !entity.friendly) ? damagedEntityBoard : null;\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'damage',\r\n\t\t\tdamages: [\r\n\t\t\t\t{\r\n\t\t\t\t\tsourceEntityId: damagingEntity.entityId,\r\n\t\t\t\t\ttargetEntityId: damagedEntity.entityId,\r\n\t\t\t\t\tdamage: damageTaken,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: null,\r\n\t\t\topponentHand: null,\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerPowerTarget(\r\n\t\tsourceEntity: BoardEntity | BgsPlayerEntity | BoardSecret | BoardTrinket | BoardEnchantment,\r\n\t\ttargetEntity: BoardEntity | BgsPlayerEntity,\r\n\t\ttargetBoard: BoardEntity[],\r\n\t\thero1: BgsPlayerEntity,\r\n\t\thero2: BgsPlayerEntity,\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tif (!targetEntity) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\t// console.log('registerPowerTarget', stringifySimpleCard(sourceEntity), stringifySimpleCard(targetEntity), new Error().stack);\r\n\t\tconst friendlyBoard = targetBoard?.every((entity) => entity.friendly) ? targetBoard : null;\r\n\t\tconst opponentBoard = targetBoard?.every((entity) => !entity.friendly) ? targetBoard : null;\r\n\t\tconst friendlyHero = hero1?.friendly ? hero1 : hero2?.friendly ? hero2 : null;\r\n\t\tconst opponentHero = hero1?.friendly ? hero2 : hero2?.friendly ? hero1 : null;\r\n\t\tconst action: GameAction = buildGameAction(friendlyHero, opponentHero, {\r\n\t\t\ttype: 'power-target',\r\n\t\t\tsourceEntityId:\r\n\t\t\t\t(sourceEntity as BoardEnchantment)?.originEntityId ?? (sourceEntity as BoardEntity).entityId,\r\n\t\t\ttargetEntityId: targetEntity.entityId,\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: this.sanitize(friendlyHero?.hand),\r\n\t\t\topponentHand: this.sanitize(opponentHero?.hand),\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerPowerTargets(\r\n\t\tsourceEntity: BoardEntity | BgsPlayerEntity | BoardSecret | BoardTrinket,\r\n\t\ttargetEntities: (BoardEntity | BgsPlayerEntity)[],\r\n\t\ttargetBoard: BoardEntity[],\r\n\t\thero1: BgsPlayerEntity,\r\n\t\thero2: BgsPlayerEntity,\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tif (!targetEntities?.length) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\t// console.log('registerPowerTarget', stringifySimpleCard(sourceEntity), stringifySimpleCard(targetEntity), new Error().stack);\r\n\t\tconst friendlyBoard = targetBoard?.every((entity) => entity.friendly) ? targetBoard : null;\r\n\t\tconst opponentBoard = targetBoard?.every((entity) => !entity.friendly) ? targetBoard : null;\r\n\t\tconst friendlyHero = hero1?.friendly ? hero1 : hero2?.friendly ? hero2 : null;\r\n\t\tconst opponentHero = hero1?.friendly ? hero2 : hero2?.friendly ? hero1 : null;\r\n\t\tconst action: GameAction = buildGameAction(friendlyHero, opponentHero, {\r\n\t\t\ttype: 'power-target',\r\n\t\t\tsourceEntityId: sourceEntity.entityId,\r\n\t\t\ttargetEntityIds: targetEntities.map((entity) => entity.entityId),\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: this.sanitize(friendlyHero?.hand),\r\n\t\t\topponentHand: this.sanitize(opponentHero?.hand),\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerMinionsSpawn(\r\n\t\tsourceEntity: BoardEntity | BgsPlayerEntity | BoardTrinket,\r\n\t\tboardOnWhichToSpawn: BoardEntity[],\r\n\t\tspawnedEntities: readonly BoardEntity[],\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tif (!spawnedEntities || spawnedEntities.length === 0) {\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tif (!sourceEntity?.entityId) {\r\n\t\t\t// console.error('missing spawn source entity id', sourceEntity);\r\n\t\t}\r\n\t\tconst friendlyBoard = boardOnWhichToSpawn.every((entity) => entity.friendly) ? boardOnWhichToSpawn : null;\r\n\t\tconst opponentBoard = boardOnWhichToSpawn.every((entity) => !entity.friendly) ? boardOnWhichToSpawn : null;\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'spawn',\r\n\t\t\tspawns: this.sanitize(spawnedEntities),\r\n\t\t\tsourceEntityId: sourceEntity?.entityId,\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: null,\r\n\t\t\topponentHand: null,\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerDeadEntities(\r\n\t\tdeadMinionIndexes1: number[],\r\n\t\tdeadEntities1: BoardEntity[],\r\n\t\tboard1: BoardEntity[],\r\n\t\tdeadMinionIndexes2: number[],\r\n\t\tdeadEntities2: BoardEntity[],\r\n\t\tboard2: BoardEntity[],\r\n\t): void {\r\n\t\tif (!this.recording) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tconst deaths = [...(deadEntities1 || []), ...(deadEntities2 || [])];\r\n\t\tif (!deaths || deaths.length === 0) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'minion-death',\r\n\t\t\tdeaths: this.sanitize(deaths),\r\n\t\t\tdeadMinionsPositionsOnBoard: [\r\n\t\t\t\t...(deadMinionIndexes1 || []).map((i) => board1.length - i),\r\n\t\t\t\t...(deadMinionIndexes2 || []).map((i) => board2.length - i),\r\n\t\t\t],\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tprivate addAction(action: GameAction) {\r\n\t\tthis.actionsForCurrentBattle.push(action);\r\n\t}\r\n\r\n\tprivate collapseActions(actions: readonly GameAction[]): readonly GameAction[] {\r\n\t\tif (!this.enabled) {\r\n\t\t\treturn [];\r\n\t\t}\r\n\t\tif (!actions || actions.length === 0) {\r\n\t\t\treturn [];\r\n\t\t}\r\n\t\tconst result: GameAction[] = [];\r\n\t\tfor (let i = 0; i < actions.length; i++) {\r\n\t\t\tconst action: GameAction = {\r\n\t\t\t\t...actions[i],\r\n\t\t\t\tplayerBoard: this.sanitize(actions[i].playerBoard),\r\n\t\t\t\topponentBoard: this.sanitize(actions[i].opponentBoard),\r\n\t\t\t\tplayerHand: this.sanitize(actions[i].playerHand),\r\n\t\t\t\topponentHand: this.sanitize(actions[i].opponentHand),\r\n\t\t\t\t// spawns: this.sanitize(actions[i].spawns),\r\n\t\t\t\tdeaths: this.sanitize(actions[i].deaths),\r\n\t\t\t\tplayerTrinkets: this.sanitizeTrinkets(actions[i].playerTrinkets),\r\n\t\t\t\topponentTrinkets: this.sanitizeTrinkets(actions[i].opponentTrinkets),\r\n\t\t\t};\r\n\t\t\t// action.playerBoard && console.debug('\\naction playerboard', stringifySimple(action.playerBoard));\r\n\t\t\tconst lastAction = result.length > 0 ? result[result.length - 1] : null;\r\n\r\n\t\t\tif (lastAction) {\r\n\t\t\t\taction.playerBoard = action.playerBoard ?? lastAction.playerBoard;\r\n\t\t\t\taction.opponentBoard = action.opponentBoard ?? lastAction.opponentBoard;\r\n\t\t\t\taction.playerHand = action.playerHand ?? lastAction.playerHand;\r\n\t\t\t\taction.opponentHand = action.opponentHand ?? lastAction.opponentHand;\r\n\t\t\t\taction.playerSecrets = action.playerSecrets ?? lastAction.playerSecrets;\r\n\t\t\t\taction.opponentSecrets = action.opponentSecrets ?? lastAction.opponentSecrets;\r\n\t\t\t\taction.playerRewardCardId = action.playerRewardCardId ?? lastAction.playerRewardCardId;\r\n\t\t\t\taction.playerRewardEntityId = action.playerRewardEntityId ?? lastAction.playerRewardEntityId;\r\n\t\t\t\taction.playerRewardData = action.playerRewardData ?? lastAction.playerRewardData;\r\n\t\t\t\taction.opponentRewardCardId = action.opponentRewardCardId ?? lastAction.opponentRewardCardId;\r\n\t\t\t\taction.opponentRewardEntityId = action.opponentRewardEntityId ?? lastAction.opponentRewardEntityId;\r\n\t\t\t\taction.opponentRewardData = action.opponentRewardData ?? lastAction.opponentRewardData;\r\n\t\t\t\taction.playerCardId = action.playerCardId ?? lastAction.playerCardId;\r\n\t\t\t\taction.playerEntityId = action.playerEntityId ?? lastAction.playerEntityId;\r\n\t\t\t\taction.playerHeroPowerCardId = action.playerHeroPowerCardId ?? lastAction.playerHeroPowerCardId;\r\n\t\t\t\taction.playerHeroPowerEntityId = action.playerHeroPowerEntityId ?? lastAction.playerHeroPowerEntityId;\r\n\t\t\t\taction.playerHeroPowerUsed = action.playerHeroPowerUsed ?? lastAction.playerHeroPowerUsed;\r\n\t\t\t\taction.opponentCardId = action.opponentCardId ?? lastAction.opponentCardId;\r\n\t\t\t\taction.opponentEntityId = action.opponentEntityId ?? lastAction.opponentEntityId;\r\n\t\t\t\taction.opponentHeroPowerCardId = action.opponentHeroPowerCardId ?? lastAction.opponentHeroPowerCardId;\r\n\t\t\t\taction.opponentHeroPowerEntityId =\r\n\t\t\t\t\taction.opponentHeroPowerEntityId ?? lastAction.opponentHeroPowerEntityId;\r\n\t\t\t\taction.opponentHeroPowerUsed = action.opponentHeroPowerUsed ?? lastAction.opponentHeroPowerUsed;\r\n\t\t\t\taction.playerTrinkets = action.playerTrinkets ?? lastAction.playerTrinkets;\r\n\t\t\t\taction.opponentTrinkets = action.opponentTrinkets ?? lastAction.opponentTrinkets;\r\n\t\t\t}\r\n\r\n\t\t\tif (lastAction && action.type === 'damage' && lastAction.type === 'attack') {\r\n\t\t\t\tlastAction.damages = lastAction.damages || [];\r\n\t\t\t\tlastAction.damages.push({\r\n\t\t\t\t\tdamage: action.damages[0].damage,\r\n\t\t\t\t\tsourceEntityId: action.damages[0].sourceEntityId,\r\n\t\t\t\t\ttargetEntityId: action.damages[0].targetEntityId,\r\n\t\t\t\t});\r\n\t\t\t\tlastAction.playerBoard = action.playerBoard;\r\n\t\t\t\tlastAction.opponentBoard = action.opponentBoard;\r\n\t\t\t\tlastAction.playerHand = action.playerHand;\r\n\t\t\t\tlastAction.opponentHand = action.opponentHand;\r\n\t\t\t\tlastAction.playerSecrets = action.playerSecrets;\r\n\t\t\t\tlastAction.opponentSecrets = action.opponentSecrets;\r\n\t\t\t\tlastAction.playerTrinkets = action.playerTrinkets;\r\n\t\t\t\tlastAction.opponentTrinkets = action.opponentTrinkets;\r\n\t\t\t} else if (lastAction && action.type === 'damage' && lastAction.type === 'damage') {\r\n\t\t\t\tlastAction.damages = lastAction.damages || [];\r\n\t\t\t\tlastAction.damages.push({\r\n\t\t\t\t\tdamage: action.damages[0].damage,\r\n\t\t\t\t\tsourceEntityId: action.damages[0].sourceEntityId,\r\n\t\t\t\t\ttargetEntityId: action.damages[0].targetEntityId,\r\n\t\t\t\t});\r\n\t\t\t\tlastAction.playerBoard = action.playerBoard;\r\n\t\t\t\tlastAction.opponentBoard = action.opponentBoard;\r\n\t\t\t\tlastAction.playerHand = action.playerHand;\r\n\t\t\t\tlastAction.opponentHand = action.opponentHand;\r\n\t\t\t\tlastAction.playerSecrets = action.playerSecrets;\r\n\t\t\t\tlastAction.opponentSecrets = action.opponentSecrets;\r\n\t\t\t\tlastAction.playerTrinkets = action.playerTrinkets;\r\n\t\t\t\tlastAction.opponentTrinkets = action.opponentTrinkets;\r\n\t\t\t} else if (\r\n\t\t\t\tlastAction &&\r\n\t\t\t\taction.type === 'power-target' &&\r\n\t\t\t\tlastAction.type === 'power-target' &&\r\n\t\t\t\taction.sourceEntityId === lastAction.sourceEntityId\r\n\t\t\t) {\r\n\t\t\t\tlastAction.targetEntityIds =\r\n\t\t\t\t\tlastAction.targetEntityIds ?? (lastAction.targetEntityId ? [lastAction.targetEntityId] : []);\r\n\t\t\t\taction.targetEntityIds =\r\n\t\t\t\t\taction.targetEntityIds ?? (action.targetEntityId ? [action.targetEntityId] : []);\r\n\t\t\t\tlastAction.targetEntityIds.push(...action.targetEntityIds);\r\n\t\t\t\t// So that when multiple Leapfroggers enchantments target the same minion,\r\n\t\t\t\t// we can count them in the replay viewer's text\r\n\t\t\t\t// lastAction.targetEntityIds = [...new Set(lastAction.targetEntityIds)];\r\n\t\t\t\tlastAction.playerBoard = action.playerBoard;\r\n\t\t\t\tlastAction.opponentBoard = action.opponentBoard;\r\n\t\t\t\tlastAction.playerHand = action.playerHand;\r\n\t\t\t\tlastAction.opponentHand = action.opponentHand;\r\n\t\t\t\tlastAction.playerSecrets = action.playerSecrets;\r\n\t\t\t\tlastAction.opponentSecrets = action.opponentSecrets;\r\n\t\t\t\tlastAction.playerTrinkets = action.playerTrinkets;\r\n\t\t\t\tlastAction.opponentTrinkets = action.opponentTrinkets;\r\n\t\t\t} else {\r\n\t\t\t\tresult.push(action);\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\t// Calling sanitize every time before we add an action to the list is mandatory, since\r\n\t// the entities and boards are mutable\r\n\tprivate sanitize(board: readonly BoardEntity[]): readonly BoardEntity[] {\r\n\t\tif (!board) {\r\n\t\t\treturn undefined;\r\n\t\t}\r\n\t\treturn board.map(\r\n\t\t\t(entity) =>\r\n\t\t\t\t({\r\n\t\t\t\t\tentityId: entity.entityId,\r\n\t\t\t\t\tcardId: entity.cardId,\r\n\t\t\t\t\tfriendly: entity.friendly,\r\n\t\t\t\t\tattack: entity.attack,\r\n\t\t\t\t\thealth: entity.health,\r\n\t\t\t\t\tmaxHealth: entity.maxHealth,\r\n\t\t\t\t\ttaunt: entity.taunt,\r\n\t\t\t\t\tdivineShield: entity.divineShield,\r\n\t\t\t\t\tpoisonous: entity.poisonous,\r\n\t\t\t\t\tvenomous: entity.venomous,\r\n\t\t\t\t\treborn: entity.reborn,\r\n\t\t\t\t\twindfury: entity.windfury,\r\n\t\t\t\t\tstealth: entity.stealth,\r\n\t\t\t\t} as BoardEntity),\r\n\t\t);\r\n\t}\r\n\r\n\tprivate sanitizeTrinkets(trinkets: readonly BoardTrinket[]): readonly BoardTrinket[] {\r\n\t\tif (!trinkets?.length) {\r\n\t\t\treturn undefined;\r\n\t\t}\r\n\t\tconst result = trinkets.map(\r\n\t\t\t(t) =>\r\n\t\t\t\t({\r\n\t\t\t\t\tcardId: t.cardId,\r\n\t\t\t\t\tentityId: t.entityId,\r\n\t\t\t\t\tscriptDataNum1: t.scriptDataNum1,\r\n\t\t\t\t\tscriptDataNum6: t.scriptDataNum6,\r\n\t\t\t\t\ttags: t.tags,\r\n\t\t\t\t} as BoardTrinket),\r\n\t\t);\r\n\t\treturn result;\r\n\t}\r\n}\r\n"]}
|
|
@@ -1,10 +1,10 @@
|
|
|
1
1
|
import { BgsHeroPower, BgsPlayerEntity, BoardTrinket } from '../bgs-player-entity';
|
|
2
|
-
import { BoardEntity } from '../board-entity';
|
|
2
|
+
import { BoardEnchantment, BoardEntity } from '../board-entity';
|
|
3
3
|
import { BoardSecret } from '../board-secret';
|
|
4
4
|
import { FullGameState } from './internal-game-state';
|
|
5
5
|
export declare const setEntityStats: (entity: BoardEntity, attack: number | null, health: number | null, board: BoardEntity[], boardHero: BgsPlayerEntity, gameState: FullGameState, applyAttackAuras?: boolean, applyHealthAuras?: boolean) => void;
|
|
6
6
|
export declare const multiplyStats: (entity: BoardEntity, multiplier: number | null, board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState) => void;
|
|
7
|
-
export declare const modifyStats: (entity: BoardEntity, source: BoardEntity | BoardSecret | BoardTrinket | BgsPlayerEntity | BgsHeroPower, attackAmount: number, healthAmount: number, friendlyBoard: BoardEntity[], friendlyBoardHero: BgsPlayerEntity, gameState: FullGameState, registerSpectator?: boolean, isEnchantment?: boolean, countsAsStatsGain?: boolean) => void;
|
|
7
|
+
export declare const modifyStats: (entity: BoardEntity, source: BoardEntity | BoardSecret | BoardTrinket | BgsPlayerEntity | BgsHeroPower | BoardEnchantment, attackAmount: number, healthAmount: number, friendlyBoard: BoardEntity[], friendlyBoardHero: BgsPlayerEntity, gameState: FullGameState, registerSpectator?: boolean, isEnchantment?: boolean, countsAsStatsGain?: boolean) => void;
|
|
8
8
|
export declare const applyAfterStatsUpdate: (gameState: FullGameState) => void;
|
|
9
9
|
export interface OnStatsChangedInput {
|
|
10
10
|
target: BoardEntity;
|
package/dist/simulation/stats.js
CHANGED
|
@@ -58,7 +58,7 @@ const modifyStats = (entity, source, attackAmount, healthAmount, friendlyBoard,
|
|
|
58
58
|
}
|
|
59
59
|
const sourceEntity = source;
|
|
60
60
|
const globalInfo = friendlyBoardHero.globalInfo;
|
|
61
|
-
if (entity.entityId !== (
|
|
61
|
+
if (entity.entityId !== (sourceEntity === null || sourceEntity === void 0 ? void 0 : sourceEntity.entityId) &&
|
|
62
62
|
(sourceEntity === null || sourceEntity === void 0 ? void 0 : sourceEntity.maxHealth) &&
|
|
63
63
|
attackAmount >= 0 &&
|
|
64
64
|
healthAmount >= 0 &&
|
|
@@ -119,10 +119,10 @@ const modifyStats = (entity, source, attackAmount, healthAmount, friendlyBoard,
|
|
|
119
119
|
entity.pendingAttackBuffs.push(safeAtk);
|
|
120
120
|
entity.health += safeHp;
|
|
121
121
|
if (safeAtk > 0) {
|
|
122
|
-
entity.maxAttack
|
|
122
|
+
entity.maxAttack = entity.attack;
|
|
123
123
|
}
|
|
124
124
|
if (safeHp > 0) {
|
|
125
|
-
entity.maxHealth
|
|
125
|
+
entity.maxHealth = entity.health;
|
|
126
126
|
}
|
|
127
127
|
if (safeAtk > 0 || safeHp > 0) {
|
|
128
128
|
const checkStormbringer = safeAtk > 0 &&
|
|
@@ -133,8 +133,7 @@ const modifyStats = (entity, source, attackAmount, healthAmount, friendlyBoard,
|
|
|
133
133
|
const otherCardId = other.cardId;
|
|
134
134
|
if (safeAtk > 0) {
|
|
135
135
|
if (checkStormbringer &&
|
|
136
|
-
(otherCardId === "BG26_966" ||
|
|
137
|
-
otherCardId === "BG26_966_G")) {
|
|
136
|
+
(otherCardId === "BG26_966" || otherCardId === "BG26_966_G")) {
|
|
138
137
|
const multiplier = otherCardId === "BG26_966_G" ? 2 : 1;
|
|
139
138
|
other.attack += multiplier * safeAtk;
|
|
140
139
|
gameState.spectator.registerPowerTarget(other, other, friendlyBoard, friendlyBoardHero, otherBoardHero);
|
|
@@ -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 (!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"]}
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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,MAAoG,EACpG,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,YAAY,aAAZ,YAAY,uBAAZ,YAAY,CAAE,QAAQ,CAAA;SAC1C,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 { BoardEnchantment, 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 | BoardEnchantment,\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 !== sourceEntity?.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 = entity.attack;\r\n\t}\r\n\tif (safeHp > 0) {\r\n\t\tentity.maxHealth = entity.health;\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 || otherCardId === 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 = (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 | BoardEnchantment,\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 | BoardEnchantment,\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 as BoardEntity,\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
|
@@ -4,6 +4,7 @@ exports.isDead = exports.copyEntity = exports.getPlayerInitialState = exports.ge
|
|
|
4
4
|
const reference_data_1 = require("@firestone-hs/reference-data");
|
|
5
5
|
const card_interface_1 = require("./cards/card.interface");
|
|
6
6
|
const _card_mappings_1 = require("./cards/impl/_card-mappings");
|
|
7
|
+
const toreths_blessing_1 = require("./cards/impl/enchantments/toreths-blessing");
|
|
7
8
|
const utils_1 = require("./services/utils");
|
|
8
9
|
const stats_1 = require("./simulation/stats");
|
|
9
10
|
const CLEAVE_IDS = [
|
|
@@ -439,11 +440,16 @@ const TWO_CHARGES_IDS = [
|
|
|
439
440
|
"BG30_111_G",
|
|
440
441
|
];
|
|
441
442
|
const addImpliedMechanics = (entity, cardsData) => {
|
|
443
|
+
var _a, _b;
|
|
442
444
|
const cleave = CLEAVE_IDS.indexOf(entity.cardId) !== -1;
|
|
443
445
|
const cantAttack = CANT_ATTACK_IDS.indexOf(entity.cardId) !== -1;
|
|
444
446
|
entity.cleave = cleave;
|
|
445
447
|
entity.cantAttack = cantAttack;
|
|
446
448
|
entity.divineShield = entity.divineShield || entity.hadDivineShield;
|
|
449
|
+
if ((_a = entity.enchantments) === null || _a === void 0 ? void 0 : _a.some((e) => e.cardId === "BG36_MidGameEffect_000t15e")) {
|
|
450
|
+
entity.divineShield = true;
|
|
451
|
+
entity.extraDivineShieldCharges = ((_b = entity.extraDivineShieldCharges) !== null && _b !== void 0 ? _b : 0) + toreths_blessing_1.extraHits;
|
|
452
|
+
}
|
|
447
453
|
entity.immuneWhenAttackCharges = IMMUNE_WHEN_ATTACK_IDS.includes(entity.cardId) ? 99999 : null;
|
|
448
454
|
entity.frenzyChargesLeft =
|
|
449
455
|
entity.cardId === "BG20_204_G"
|