@firestone-hs/simulate-bgs-battle 1.1.734 → 1.1.736

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 (223) hide show
  1. package/dist/cards/impl/_card-mappings.js +8 -0
  2. package/dist/cards/impl/_card-mappings.js.map +1 -1
  3. package/dist/cards/impl/bg-spell/sharing-is-caring.js.map +1 -1
  4. package/dist/cards/impl/bg-spell/toxic-tumbleweed.js.map +1 -1
  5. package/dist/cards/impl/enchantments/deaths-embrace.d.ts +2 -0
  6. package/dist/cards/impl/enchantments/deaths-embrace.js +14 -0
  7. package/dist/cards/impl/enchantments/deaths-embrace.js.map +1 -0
  8. package/dist/cards/impl/enchantments/toreths-blessing.d.ts +1 -0
  9. package/dist/cards/impl/enchantments/toreths-blessing.js +2 -5
  10. package/dist/cards/impl/enchantments/toreths-blessing.js.map +1 -1
  11. package/dist/cards/impl/hero-power/aim-high.js.map +1 -1
  12. package/dist/cards/impl/hero-power/aim-left.js.map +1 -1
  13. package/dist/cards/impl/hero-power/aim-low.js.map +1 -1
  14. package/dist/cards/impl/hero-power/aim-right.js.map +1 -1
  15. package/dist/cards/impl/hero-power/earth-invocation.js.map +1 -1
  16. package/dist/cards/impl/hero-power/embrace-your-rage.js.map +1 -1
  17. package/dist/cards/impl/hero-power/fire-invocation.js.map +1 -1
  18. package/dist/cards/impl/hero-power/reborn-rites.js.map +1 -1
  19. package/dist/cards/impl/hero-power/runic-empowerment.d.ts +5 -0
  20. package/dist/cards/impl/hero-power/runic-empowerment.js +24 -0
  21. package/dist/cards/impl/hero-power/runic-empowerment.js.map +1 -0
  22. package/dist/cards/impl/hero-power/water-invocation.js.map +1 -1
  23. package/dist/cards/impl/minion/all-seeing-elder.js.map +1 -1
  24. package/dist/cards/impl/minion/alleycat.js.map +1 -1
  25. package/dist/cards/impl/minion/amber-guardian.js.map +1 -1
  26. package/dist/cards/impl/minion/archimonde.js.map +1 -1
  27. package/dist/cards/impl/minion/arid-atrocity.js.map +1 -1
  28. package/dist/cards/impl/minion/ashen-corruptor.js.map +1 -1
  29. package/dist/cards/impl/minion/assistant-guard.js.map +1 -1
  30. package/dist/cards/impl/minion/audacious-anchor.js.map +1 -1
  31. package/dist/cards/impl/minion/auto-assembler.js.map +1 -1
  32. package/dist/cards/impl/minion/avalanche-caller.js.map +1 -1
  33. package/dist/cards/impl/minion/baneling.js.map +1 -1
  34. package/dist/cards/impl/minion/bigwig-bandit.js.map +1 -1
  35. package/dist/cards/impl/minion/bird-buddy.js.map +1 -1
  36. package/dist/cards/impl/minion/blazing-skyfin.js.map +1 -1
  37. package/dist/cards/impl/minion/blue-whelp.js.map +1 -1
  38. package/dist/cards/impl/minion/boar-gamer.js.map +1 -1
  39. package/dist/cards/impl/minion/briarback-bookie.js.map +1 -1
  40. package/dist/cards/impl/minion/bronze-steward.js.map +1 -1
  41. package/dist/cards/impl/minion/bubble-gunner.js.map +1 -1
  42. package/dist/cards/impl/minion/buzzing-vermin.js.map +1 -1
  43. package/dist/cards/impl/minion/cadaver-caretaker.js.map +1 -1
  44. package/dist/cards/impl/minion/cage-gnawer.d.ts +2 -2
  45. package/dist/cards/impl/minion/cage-gnawer.js +13 -6
  46. package/dist/cards/impl/minion/cage-gnawer.js.map +1 -1
  47. package/dist/cards/impl/minion/captain-bonerender.js.map +1 -1
  48. package/dist/cards/impl/minion/carapace-raiser.js.map +1 -1
  49. package/dist/cards/impl/minion/carbonic-copy.js.map +1 -1
  50. package/dist/cards/impl/minion/coilskar-sapper.js.map +1 -1
  51. package/dist/cards/impl/minion/coldlight-diver.js.map +1 -1
  52. package/dist/cards/impl/minion/crystal-infuser-enchantment.js.map +1 -1
  53. package/dist/cards/impl/minion/cupcake-peddler.js.map +1 -1
  54. package/dist/cards/impl/minion/deadstomper.js.map +1 -1
  55. package/dist/cards/impl/minion/deathly-striker.js.map +1 -1
  56. package/dist/cards/impl/minion/deflecto-bot.js.map +1 -1
  57. package/dist/cards/impl/minion/devout-hellcaller.js.map +1 -1
  58. package/dist/cards/impl/minion/drakkari-embalmer.js.map +1 -1
  59. package/dist/cards/impl/minion/electric-synthesizer.js.map +1 -1
  60. package/dist/cards/impl/minion/elite-navigator.js.map +1 -1
  61. package/dist/cards/impl/minion/fairy-gillmother.js.map +1 -1
  62. package/dist/cards/impl/minion/fire-forged-evoker.d.ts +2 -2
  63. package/dist/cards/impl/minion/fire-forged-evoker.js +12 -5
  64. package/dist/cards/impl/minion/fire-forged-evoker.js.map +1 -1
  65. package/dist/cards/impl/minion/firescale-hoarder.js.map +1 -1
  66. package/dist/cards/impl/minion/fireworks-fanatic.js.map +1 -1
  67. package/dist/cards/impl/minion/flotsam-flinger.js.map +1 -1
  68. package/dist/cards/impl/minion/flourishing-frostling.js +15 -10
  69. package/dist/cards/impl/minion/flourishing-frostling.js.map +1 -1
  70. package/dist/cards/impl/minion/fountain-chiller.js.map +1 -1
  71. package/dist/cards/impl/minion/friendly-geist.js.map +1 -1
  72. package/dist/cards/impl/minion/gem-rat.js.map +1 -1
  73. package/dist/cards/impl/minion/general-drakkisath.js.map +1 -1
  74. package/dist/cards/impl/minion/gentle-djinni.js.map +1 -1
  75. package/dist/cards/impl/minion/gentle-stag.js.map +1 -1
  76. package/dist/cards/impl/minion/gormling-gourmet.js.map +1 -1
  77. package/dist/cards/impl/minion/greedy-snaketongue.js.map +1 -1
  78. package/dist/cards/impl/minion/grimscale-elegist.js.map +1 -1
  79. package/dist/cards/impl/minion/gritty-headhunter.js.map +1 -1
  80. package/dist/cards/impl/minion/hackerfin.js.map +1 -1
  81. package/dist/cards/impl/minion/handless-forsaken.js.map +1 -1
  82. package/dist/cards/impl/minion/harmless-bonehead.js.map +1 -1
  83. package/dist/cards/impl/minion/hawkstrider-herald.js.map +1 -1
  84. package/dist/cards/impl/minion/holo-rover.js.map +1 -1
  85. package/dist/cards/impl/minion/humongozz.js.map +1 -1
  86. package/dist/cards/impl/minion/hungry-snapjaw.js.map +1 -1
  87. package/dist/cards/impl/minion/hunter-of-gatherers.js.map +1 -1
  88. package/dist/cards/impl/minion/ignition-specialist.js.map +1 -1
  89. package/dist/cards/impl/minion/immortal.js.map +1 -1
  90. package/dist/cards/impl/minion/implant-subject.js.map +1 -1
  91. package/dist/cards/impl/minion/imposing-percussionist.js.map +1 -1
  92. package/dist/cards/impl/minion/inspiring-underdog.js.map +1 -1
  93. package/dist/cards/impl/minion/interrogator-whitemane.js.map +1 -1
  94. package/dist/cards/impl/minion/kangors-apprentice.js.map +1 -1
  95. package/dist/cards/impl/minion/leeroy-the-reckless.js.map +1 -1
  96. package/dist/cards/impl/minion/lightfang-enforcer.js.map +1 -1
  97. package/dist/cards/impl/minion/lightfeather-screecher.js.map +1 -1
  98. package/dist/cards/impl/minion/living-azerite.js.map +1 -1
  99. package/dist/cards/impl/minion/lokholar-frostforger.js.map +1 -1
  100. package/dist/cards/impl/minion/lovesick-balladist.js.map +1 -1
  101. package/dist/cards/impl/minion/low-flier.js.map +1 -1
  102. package/dist/cards/impl/minion/lurker.js.map +1 -1
  103. package/dist/cards/impl/minion/manasaber.js.map +1 -1
  104. package/dist/cards/impl/minion/mantid-queen.js.map +1 -1
  105. package/dist/cards/impl/minion/marquee-ticker.js.map +1 -1
  106. package/dist/cards/impl/minion/maw-caster.js.map +1 -1
  107. package/dist/cards/impl/minion/mecha-jaraxxus.js.map +1 -1
  108. package/dist/cards/impl/minion/mechanized-gift-horse.js.map +1 -1
  109. package/dist/cards/impl/minion/mechorse.js.map +1 -1
  110. package/dist/cards/impl/minion/menagerie-jug.js.map +1 -1
  111. package/dist/cards/impl/minion/metallic-hunter.js.map +1 -1
  112. package/dist/cards/impl/minion/misfit-dragonling.js.map +1 -1
  113. package/dist/cards/impl/minion/murkbrine-expeditioner.js.map +1 -1
  114. package/dist/cards/impl/minion/murky.js.map +1 -1
  115. package/dist/cards/impl/minion/mutated-lasher.js.map +1 -1
  116. package/dist/cards/impl/minion/mythrax.js.map +1 -1
  117. package/dist/cards/impl/minion/neon-agent.js.map +1 -1
  118. package/dist/cards/impl/minion/nest-swarmer.js.map +1 -1
  119. package/dist/cards/impl/minion/nether-drake.js.map +1 -1
  120. package/dist/cards/impl/minion/nightmare-par-tea-guest.js.map +1 -1
  121. package/dist/cards/impl/minion/nimble-hatchling.js.map +1 -1
  122. package/dist/cards/impl/minion/operatic-belcher.js.map +1 -1
  123. package/dist/cards/impl/minion/outback-smolderer.js.map +1 -1
  124. package/dist/cards/impl/minion/parched-wanderer.js.map +1 -1
  125. package/dist/cards/impl/minion/primalfin-lookout.js.map +1 -1
  126. package/dist/cards/impl/minion/rapscallion-recruiter.js.map +1 -1
  127. package/dist/cards/impl/minion/ravaging-scorpid.d.ts +2 -2
  128. package/dist/cards/impl/minion/ravaging-scorpid.js +17 -10
  129. package/dist/cards/impl/minion/ravaging-scorpid.js.map +1 -1
  130. package/dist/cards/impl/minion/razorgore-the-untamed.js.map +1 -1
  131. package/dist/cards/impl/minion/roach.js.map +1 -1
  132. package/dist/cards/impl/minion/roadboar.js.map +1 -1
  133. package/dist/cards/impl/minion/rodeo-performer.js.map +1 -1
  134. package/dist/cards/impl/minion/ruins-renovator.js.map +1 -1
  135. package/dist/cards/impl/minion/rylak-metalhead.js.map +1 -1
  136. package/dist/cards/impl/minion/salty-hog.js.map +1 -1
  137. package/dist/cards/impl/minion/sandy.js.map +1 -1
  138. package/dist/cards/impl/minion/scourge-harvester.js.map +1 -1
  139. package/dist/cards/impl/minion/selfless-hero.js.map +1 -1
  140. package/dist/cards/impl/minion/shadowdancer.js.map +1 -1
  141. package/dist/cards/impl/minion/sharp-eyed-sabretooth.js.map +1 -1
  142. package/dist/cards/impl/minion/sharptooth-snapper.js.map +1 -1
  143. package/dist/cards/impl/minion/ship-master-eudora.js.map +1 -1
  144. package/dist/cards/impl/minion/shipwrecked-rascal.js.map +1 -1
  145. package/dist/cards/impl/minion/silver-handed-recruit.js.map +1 -1
  146. package/dist/cards/impl/minion/slumber-sorcerer.js.map +1 -1
  147. package/dist/cards/impl/minion/smolderwing.js.map +1 -1
  148. package/dist/cards/impl/minion/soul-rewinder.js.map +1 -1
  149. package/dist/cards/impl/minion/spacefarer.js.map +1 -1
  150. package/dist/cards/impl/minion/spirited-whimsydrake.js.map +1 -1
  151. package/dist/cards/impl/minion/springy-spriggan.js.map +1 -1
  152. package/dist/cards/impl/minion/stitched-salvager.js.map +1 -1
  153. package/dist/cards/impl/minion/stray-satyr.js.map +1 -1
  154. package/dist/cards/impl/minion/sun-screener.js.map +1 -1
  155. package/dist/cards/impl/minion/surfing-slyvar.js.map +1 -1
  156. package/dist/cards/impl/minion/tasty-lobster.js +4 -27
  157. package/dist/cards/impl/minion/tasty-lobster.js.map +1 -1
  158. package/dist/cards/impl/minion/thorncaller.js.map +1 -1
  159. package/dist/cards/impl/minion/thousandth-paper-drake.js.map +1 -1
  160. package/dist/cards/impl/minion/thundering-abomination.js.map +1 -1
  161. package/dist/cards/impl/minion/timewarped-boar.d.ts +2 -0
  162. package/dist/cards/impl/minion/timewarped-boar.js +43 -0
  163. package/dist/cards/impl/minion/timewarped-boar.js.map +1 -0
  164. package/dist/cards/impl/minion/timewarped-henchman.d.ts +2 -0
  165. package/dist/cards/impl/minion/timewarped-henchman.js +21 -0
  166. package/dist/cards/impl/minion/timewarped-henchman.js.map +1 -0
  167. package/dist/cards/impl/minion/timewarped-warghoul.js.map +1 -1
  168. package/dist/cards/impl/minion/tunnel-blaster.js.map +1 -1
  169. package/dist/cards/impl/minion/twilight-primordium.js.map +1 -1
  170. package/dist/cards/impl/minion/ultralisk.js.map +1 -1
  171. package/dist/cards/impl/minion/valiant-tiger.js.map +1 -1
  172. package/dist/cards/impl/minion/void-earl.js.map +1 -1
  173. package/dist/cards/impl/minion/vorkai-guardian.js.map +1 -1
  174. package/dist/cards/impl/minion/wandering-wight.js.map +1 -1
  175. package/dist/cards/impl/minion/whelp-smuggler.js.map +1 -1
  176. package/dist/cards/impl/minion/whirring-protector-enchantment.js.map +1 -1
  177. package/dist/cards/impl/minion/wildfire-elemental.js.map +1 -1
  178. package/dist/cards/impl/minion/wisp-in-the-shell.js.map +1 -1
  179. package/dist/cards/impl/minion/yorik-smite.js.map +1 -1
  180. package/dist/cards/impl/minion/yrel.js.map +1 -1
  181. package/dist/cards/impl/minion/yulon-fortune-granter.js.map +1 -1
  182. package/dist/cards/impl/quest-reward/righteous-charge.js.map +1 -1
  183. package/dist/cards/impl/trinket/all-purpose-kibble.js.map +1 -1
  184. package/dist/cards/impl/trinket/arm-of-the-empire.js.map +1 -1
  185. package/dist/cards/impl/trinket/bassgill-portrait.js.map +1 -1
  186. package/dist/cards/impl/trinket/battle-horn.js.map +1 -1
  187. package/dist/cards/impl/trinket/bird-feeder.js.map +1 -1
  188. package/dist/cards/impl/trinket/blood-golem-sticker.js +0 -2
  189. package/dist/cards/impl/trinket/blood-golem-sticker.js.map +1 -1
  190. package/dist/cards/impl/trinket/crocheted-sungill.js.map +1 -1
  191. package/dist/cards/impl/trinket/eclectic-shrine.js.map +1 -1
  192. package/dist/cards/impl/trinket/faerie-dragon-scale.js.map +1 -1
  193. package/dist/cards/impl/trinket/fishy-sticker.js.map +1 -1
  194. package/dist/cards/impl/trinket/herald-sticker.js.map +1 -1
  195. package/dist/cards/impl/trinket/karazhan-chess-set.js.map +1 -1
  196. package/dist/cards/impl/trinket/rivendare-portrait.js.map +1 -1
  197. package/dist/cards/impl/trinket/sthara-sticker.js.map +1 -1
  198. package/dist/cards/impl/trinket/valorous-medaillion.js.map +1 -1
  199. package/dist/cards/impl/trinket/vashjir-anemone.js.map +1 -1
  200. package/dist/cards/impl/trinket/yulon-sticker.js.map +1 -1
  201. package/dist/debug-state.js.map +1 -1
  202. package/dist/keywords/venomous.js.map +1 -1
  203. package/dist/mechanics/cast-tavern-spell.js +3 -2
  204. package/dist/mechanics/cast-tavern-spell.js.map +1 -1
  205. package/dist/simulation/deathrattle-effects.js +4 -4
  206. package/dist/simulation/deathrattle-effects.js.map +1 -1
  207. package/dist/simulation/deathrattle-on-trigger.js +11 -4
  208. package/dist/simulation/deathrattle-on-trigger.js.map +1 -1
  209. package/dist/simulation/discover.js.map +1 -1
  210. package/dist/simulation/frenzy.js.map +1 -1
  211. package/dist/simulation/global-info-helpers.d.ts +1 -0
  212. package/dist/simulation/global-info-helpers.js +19 -1
  213. package/dist/simulation/global-info-helpers.js.map +1 -1
  214. package/dist/simulation/minion-death.js +2 -0
  215. package/dist/simulation/minion-death.js.map +1 -1
  216. package/dist/simulation/quest.js.map +1 -1
  217. package/dist/simulation/simulator.js +16 -0
  218. package/dist/simulation/simulator.js.map +1 -1
  219. package/dist/single-simulation-result.d.ts +3 -0
  220. package/dist/single-simulation-result.js.map +1 -1
  221. package/dist/utils.js +6 -0
  222. package/dist/utils.js.map +1 -1
  223. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"deathrattle-on-trigger.js","sourceRoot":"","sources":["../../src/simulation/deathrattle-on-trigger.ts"],"names":[],"mappings":";;;AAGA,4DAAoE;AACpE,iEAA4D;AAE5D,mCAAiD;AAY1C,MAAM,sBAAsB,GAAG,CAAC,KAAgC,EAAE,EAAE;;IAC1E,KAAK,MAAM,WAAW,IAAI,KAAK,CAAC,mBAAmB,EAAE;QACpD,MAAM,sBAAsB,GAAG,6BAAY,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;QAChE,IAAI,IAAA,0CAAyB,EAAC,sBAAsB,CAAC,EAAE;YACtD,sBAAsB,CAAC,sBAAsB,CAAC,WAAW,EAAE,KAAK,CAAC,CAAC;SAClE;KACD;IACD,KAAK,MAAM,OAAO,IAAI,MAAA,KAAK,CAAC,uBAAuB,CAAC,QAAQ,mCAAI,EAAE,EAAE;QACnE,MAAM,sBAAsB,GAAG,6BAAY,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QAC5D,IAAI,IAAA,0CAAyB,EAAC,sBAAsB,CAAC,EAAE;YACtD,sBAAsB,CAAC,sBAAsB,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;SAC9D;KACD;IAED,MAAM,MAAM,GAAG,MAAA,KAAK,CAAC,uBAAuB,CAAC,aAAa,mCAAI,EAAE,CAAC;IACjE,KAAK,MAAM,KAAK,IAAI,MAAM,EAAE;QAC3B,QAAQ,KAAK,CAAC,MAAM,EAAE;YACrB;gBACC,IAAA,8BAAsB,EACrB,KAAK,CAAC,uBAAuB,EAC7B,KAAK,EACL,KAAK,CAAC,mBAAmB,EACzB,KAAK,CAAC,SAAS,CACf,CAAC;gBACF,MAAM;SACP;KACD;IAED,KAAK,CAAC,uBAAuB,CAAC,QAAQ;SACpC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,MAAM,yBAAiD,CAAC;SACxE,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE;QACd,CAAC,CAAC,cAAc,GAAG,CAAC,CAAC;IACtB,CAAC,CAAC,CAAC;AACL,CAAC,CAAC;AAjCW,QAAA,sBAAsB,0BAiCjC","sourcesContent":["import { CardIds } from '../services/card-ids';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasOnDeathrattleTriggered } from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { onQuestProgressUpdated } from './quest';\r\n\r\nexport interface DeathrattleTriggeredInput {\r\n\treadonly boardWithDeadEntity: BoardEntity[];\r\n\treadonly boardWithDeadEntityHero: BgsPlayerEntity;\r\n\treadonly deadEntity: BoardEntity;\r\n\treadonly otherBoard: BoardEntity[];\r\n\treadonly otherBoardHero: BgsPlayerEntity;\r\n\treadonly deadEntityIndexFromRight?: number;\r\n\treadonly gameState: FullGameState;\r\n}\r\n\r\nexport const onDeathrattleTriggered = (input: DeathrattleTriggeredInput) => {\r\n\tfor (const boardEntity of input.boardWithDeadEntity) {\r\n\t\tconst onDeathrattleTriggered = cardMappings[boardEntity.cardId];\r\n\t\tif (hasOnDeathrattleTriggered(onDeathrattleTriggered)) {\r\n\t\t\tonDeathrattleTriggered.onDeathrattleTriggered(boardEntity, input);\r\n\t\t}\r\n\t}\r\n\tfor (const trinket of input.boardWithDeadEntityHero.trinkets ?? []) {\r\n\t\tconst onDeathrattleTriggered = cardMappings[trinket.cardId];\r\n\t\tif (hasOnDeathrattleTriggered(onDeathrattleTriggered)) {\r\n\t\t\tonDeathrattleTriggered.onDeathrattleTriggered(trinket, input);\r\n\t\t}\r\n\t}\r\n\r\n\tconst quests = input.boardWithDeadEntityHero.questEntities ?? [];\r\n\tfor (const quest of quests) {\r\n\t\tswitch (quest.CardId) {\r\n\t\t\tcase CardIds.ExhumeTheBones:\r\n\t\t\t\tonQuestProgressUpdated(\r\n\t\t\t\t\tinput.boardWithDeadEntityHero,\r\n\t\t\t\t\tquest,\r\n\t\t\t\t\tinput.boardWithDeadEntity,\r\n\t\t\t\t\tinput.gameState,\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\r\n\tinput.boardWithDeadEntityHero.trinkets\r\n\t\t.filter((t) => t.cardId === CardIds.DeathlyPhylactery_BG30_MagicItem_700)\r\n\t\t.forEach((t) => {\r\n\t\t\tt.scriptDataNum1 = 0;\r\n\t\t});\r\n};\r\n"]}
1
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@@ -1 +1 @@
1
- {"version":3,"file":"discover.js","sourceRoot":"","sources":["../../src/simulation/discover.ts"],"names":[],"mappings":";;;AAGA,mDAAiD;AAEjD,mCAAsC;AAE/B,MAAM,aAAa,GAAG,CAC5B,IAAqB,EACrB,KAAoB,EACpB,MAAc,EACd,OAAiB,EACjB,SAAwB,EACvB,EAAE;IACH,IAAI,CAAC,CAAA,OAAO,aAAP,OAAO,uBAAP,OAAO,CAAE,MAAM,CAAA,EAAE;QACrB,OAAO;KACP;IAED,KAAK,MAAM,MAAM,IAAI,KAAK,EAAE;QAC3B,QAAQ,MAAM,CAAC,MAAM,EAAE;YACtB,gBAAqC;YACrC;gBACC,MAAM,gBAAgB,GAAG,MAAM,CAAC,MAAM,eAAoC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACnF,MAAM,eAAe,GAAG,OAAO;qBAC7B,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE,CAAC,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,MAAM,CAAC;qBAC1D,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;gBAC7B,MAAM,eAAe,GAAG,OAAO;qBAC7B,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE,CAAC,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,MAAM,CAAC;qBAC1D,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;gBAC7B,IAAA,mBAAW,EACV,MAAM,EACN,MAAM,EACN,eAAe,GAAG,gBAAgB,EAClC,eAAe,GAAG,gBAAgB,EAClC,KAAK,EACL,IAAI,EACJ,SAAS,CACT,CAAC;gBACF,MAAM;SACP;KACD;IAED,MAAM,kBAAkB,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAC9C,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,MAAM,yBAAiD,CAChE,CAAC,MAAM,CAAC;IACT,IAAI,CAAC,CAAC,kBAAkB,EAAE;QACzB,MAAM,UAAU,GAAG,IAAI,KAAK,CAAC,kBAAkB,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC5D,IAAA,8BAAc,EAAC,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,SAAS,CAAC,CAAC;KACnD;AACF,CAAC,CAAC;AA1CW,QAAA,aAAa,iBA0CxB","sourcesContent":["import { CardIds } from '../services/card-ids';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { addCardsInHand } from './cards-in-hand';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { modifyStats } from './stats';\r\n\r\nexport const afterDiscover = (\r\n\thero: BgsPlayerEntity,\r\n\tboard: BoardEntity[],\r\n\tpicked: string,\r\n\tignored: string[],\r\n\tgameState: FullGameState,\r\n) => {\r\n\tif (!ignored?.length) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tfor (const entity of board) {\r\n\t\tswitch (entity.cardId) {\r\n\t\t\tcase CardIds.DepravedFelfin_BG30_115:\r\n\t\t\tcase CardIds.DepravedFelfin_BG30_115_G:\r\n\t\t\t\tconst felfinMultiplier = entity.cardId === CardIds.DepravedFelfin_BG30_115 ? 1 : 2;\r\n\t\t\t\tconst baseTotalAttack = ignored\r\n\t\t\t\t\t.map((cardId) => gameState.allCards.getCard(cardId).attack)\r\n\t\t\t\t\t.reduce((a, b) => a + b, 0);\r\n\t\t\t\tconst baseTotalHealth = ignored\r\n\t\t\t\t\t.map((cardId) => gameState.allCards.getCard(cardId).health)\r\n\t\t\t\t\t.reduce((a, b) => a + b, 0);\r\n\t\t\t\tmodifyStats(\r\n\t\t\t\t\tentity,\r\n\t\t\t\t\tentity,\r\n\t\t\t\t\tbaseTotalAttack * felfinMultiplier,\r\n\t\t\t\t\tbaseTotalHealth * felfinMultiplier,\r\n\t\t\t\t\tboard,\r\n\t\t\t\t\thero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\r\n\tconst primalfinPortraits = hero.trinkets.filter(\r\n\t\t(t) => t.cardId === CardIds.PrimalfinPortrait_BG30_MagicItem_702,\r\n\t).length;\r\n\tif (!!primalfinPortraits) {\r\n\t\tconst cardsToAdd = new Array(primalfinPortraits).fill(null);\r\n\t\taddCardsInHand(hero, board, cardsToAdd, gameState);\r\n\t}\r\n};\r\n"]}
1
+ {"version":3,"file":"discover.js","sourceRoot":"","sources":["../../src/simulation/discover.ts"],"names":[],"mappings":";;;AAGA,mDAAiD;AAEjD,mCAAsC;AAE/B,MAAM,aAAa,GAAG,CAC5B,IAAqB,EACrB,KAAoB,EACpB,MAAc,EACd,OAAiB,EACjB,SAAwB,EACvB,EAAE;IACH,IAAI,CAAC,CAAA,OAAO,aAAP,OAAO,uBAAP,OAAO,CAAE,MAAM,CAAA,EAAE;QACrB,OAAO;KACP;IAED,KAAK,MAAM,MAAM,IAAI,KAAK,EAAE;QAC3B,QAAQ,MAAM,CAAC,MAAM,EAAE;YACtB,gBAAqC;YACrC;gBACC,MAAM,gBAAgB,GAAG,MAAM,CAAC,MAAM,eAAoC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACnF,MAAM,eAAe,GAAG,OAAO;qBAC7B,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE,CAAC,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,MAAM,CAAC;qBAC1D,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;gBAC7B,MAAM,eAAe,GAAG,OAAO;qBAC7B,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE,CAAC,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,MAAM,CAAC;qBAC1D,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;gBAC7B,IAAA,mBAAW,EACV,MAAM,EACN,MAAM,EACN,eAAe,GAAG,gBAAgB,EAClC,eAAe,GAAG,gBAAgB,EAClC,KAAK,EACL,IAAI,EACJ,SAAS,CACT,CAAC;gBACF,MAAM;SACP;KACD;IAED,MAAM,kBAAkB,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAC9C,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,MAAM,yBAAiD,CAChE,CAAC,MAAM,CAAC;IACT,IAAI,CAAC,CAAC,kBAAkB,EAAE;QACzB,MAAM,UAAU,GAAG,IAAI,KAAK,CAAC,kBAAkB,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC5D,IAAA,8BAAc,EAAC,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,SAAS,CAAC,CAAC;KACnD;AACF,CAAC,CAAC;AA1CW,QAAA,aAAa,iBA0CxB","sourcesContent":["import { CardIds } from '../services/card-ids';\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { addCardsInHand } from './cards-in-hand';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { modifyStats } from './stats';\r\n\r\nexport const afterDiscover = (\r\n\thero: BgsPlayerEntity,\r\n\tboard: BoardEntity[],\r\n\tpicked: string,\r\n\tignored: string[],\r\n\tgameState: FullGameState,\r\n) => {\r\n\tif (!ignored?.length) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tfor (const entity of board) {\r\n\t\tswitch (entity.cardId) {\r\n\t\t\tcase CardIds.DepravedFelfin_BG30_115:\r\n\t\t\tcase CardIds.DepravedFelfin_BG30_115_G:\r\n\t\t\t\tconst felfinMultiplier = entity.cardId === CardIds.DepravedFelfin_BG30_115 ? 1 : 2;\r\n\t\t\t\tconst baseTotalAttack = ignored\r\n\t\t\t\t\t.map((cardId) => gameState.allCards.getCard(cardId).attack)\r\n\t\t\t\t\t.reduce((a, b) => a + b, 0);\r\n\t\t\t\tconst baseTotalHealth = ignored\r\n\t\t\t\t\t.map((cardId) => gameState.allCards.getCard(cardId).health)\r\n\t\t\t\t\t.reduce((a, b) => a + b, 0);\r\n\t\t\t\tmodifyStats(\r\n\t\t\t\t\tentity,\r\n\t\t\t\t\tentity,\r\n\t\t\t\t\tbaseTotalAttack * felfinMultiplier,\r\n\t\t\t\t\tbaseTotalHealth * felfinMultiplier,\r\n\t\t\t\t\tboard,\r\n\t\t\t\t\thero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\r\n\tconst primalfinPortraits = hero.trinkets.filter(\r\n\t\t(t) => t.cardId === CardIds.PrimalfinPortrait_BG30_MagicItem_702,\r\n\t).length;\r\n\tif (!!primalfinPortraits) {\r\n\t\tconst cardsToAdd = new Array(primalfinPortraits).fill(null);\r\n\t\taddCardsInHand(hero, board, cardsToAdd, gameState);\r\n\t}\r\n};\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"frenzy.js","sourceRoot":"","sources":["../../src/simulation/frenzy.ts"],"names":[],"mappings":";;;AAIA,6DAA+D;AAGxD,MAAM,WAAW,GAAG,CAC1B,gBAA6B,EAC7B,qBAAoC,EACpC,yBAA0C,EAC1C,SAAwB,EACjB,EAAE;IACT,IACC,gBAAgB,CAAC,MAAM,eAAuC;QAC9D,gBAAgB,CAAC,MAAM,iBAAyC,EAC/D;QACD,IAAI,CAAC,gBAAgB,CAAC,YAAY,EAAE;YACnC,IAAA,kCAAkB,EACjB,gBAAgB,EAChB,qBAAqB,EACrB,yBAAyB,EACzB,IAAI,EACJ,IAAI,EACJ,SAAS,CACT,CAAC;SACF;KACD;AACF,CAAC,CAAC;AArBW,QAAA,WAAW,eAqBtB","sourcesContent":["/* eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { CardIds } from '../services/card-ids';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { updateDivineShield } from '../keywords/divine-shield';\r\nimport { FullGameState } from './internal-game-state';\r\n\r\nexport const applyFrenzy = (\r\n\tentityWithFrenzy: BoardEntity,\r\n\tentityWithFrenzyBoard: BoardEntity[],\r\n\tentityWithFrenzyBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (\r\n\t\tentityWithFrenzy.cardId === CardIds.BristlebackKnight_BG20_204 ||\r\n\t\tentityWithFrenzy.cardId === CardIds.BristlebackKnight_BG20_204_G\r\n\t) {\r\n\t\tif (!entityWithFrenzy.divineShield) {\r\n\t\t\tupdateDivineShield(\r\n\t\t\t\tentityWithFrenzy,\r\n\t\t\t\tentityWithFrenzyBoard,\r\n\t\t\t\tentityWithFrenzyBoardHero,\r\n\t\t\t\tnull,\r\n\t\t\t\ttrue,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n"]}
1
+ {"version":3,"file":"frenzy.js","sourceRoot":"","sources":["../../src/simulation/frenzy.ts"],"names":[],"mappings":";;;AAIA,6DAA+D;AAGxD,MAAM,WAAW,GAAG,CAC1B,gBAA6B,EAC7B,qBAAoC,EACpC,yBAA0C,EAC1C,SAAwB,EACjB,EAAE;IACT,IACC,gBAAgB,CAAC,MAAM,eAAuC;QAC9D,gBAAgB,CAAC,MAAM,iBAAyC,EAC/D;QACD,IAAI,CAAC,gBAAgB,CAAC,YAAY,EAAE;YACnC,IAAA,kCAAkB,EACjB,gBAAgB,EAChB,qBAAqB,EACrB,yBAAyB,EACzB,IAAI,EACJ,IAAI,EACJ,SAAS,CACT,CAAC;SACF;KACD;AACF,CAAC,CAAC;AArBW,QAAA,WAAW,eAqBtB","sourcesContent":["/* eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { CardIds } from '../services/card-ids';\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { updateDivineShield } from '../keywords/divine-shield';\r\nimport { FullGameState } from './internal-game-state';\r\n\r\nexport const applyFrenzy = (\r\n\tentityWithFrenzy: BoardEntity,\r\n\tentityWithFrenzyBoard: BoardEntity[],\r\n\tentityWithFrenzyBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (\r\n\t\tentityWithFrenzy.cardId === CardIds.BristlebackKnight_BG20_204 ||\r\n\t\tentityWithFrenzy.cardId === CardIds.BristlebackKnight_BG20_204_G\r\n\t) {\r\n\t\tif (!entityWithFrenzy.divineShield) {\r\n\t\t\tupdateDivineShield(\r\n\t\t\t\tentityWithFrenzy,\r\n\t\t\t\tentityWithFrenzyBoard,\r\n\t\t\t\tentityWithFrenzyBoardHero,\r\n\t\t\t\tnull,\r\n\t\t\t\ttrue,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n"]}
@@ -9,3 +9,4 @@ export declare const increaseMechAttackBonus: (source: BoardEntity | BgsPlayerEn
9
9
  export declare const increaseGoldrinnBuff: (source: BoardEntity | BgsPlayerEntity | BoardSecret, board: BoardEntity[], hero: BgsPlayerEntity, attack: number, health: number, gameState: FullGameState) => void;
10
10
  export declare const increaseWhelpBuff: (source: BoardEntity | BgsPlayerEntity | BoardSecret, board: BoardEntity[], hero: BgsPlayerEntity, attack: number, health: number, gameState: FullGameState) => void;
11
11
  export declare const updateElementalStatsBuff: (source: BoardEntity | BgsPlayerEntity | BoardSecret, board: BoardEntity[], hero: BgsPlayerEntity, attack: number, health: number, gameState: FullGameState) => void;
12
+ export declare const updateTavernSpellsCastThisGame: (source: BoardEntity | BgsPlayerEntity | BoardSecret, board: BoardEntity[], hero: BgsPlayerEntity, amount: number, gameState: FullGameState) => void;
@@ -1,6 +1,6 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.updateElementalStatsBuff = exports.increaseWhelpBuff = exports.increaseGoldrinnBuff = exports.increaseMechAttackBonus = exports.increasePirateAttackBonus = exports.increaseUndeadHealthBonus = exports.increaseUndeadAttackBonus = void 0;
3
+ exports.updateTavernSpellsCastThisGame = exports.updateElementalStatsBuff = exports.increaseWhelpBuff = exports.increaseGoldrinnBuff = exports.increaseMechAttackBonus = exports.increasePirateAttackBonus = exports.increaseUndeadHealthBonus = exports.increaseUndeadAttackBonus = void 0;
4
4
  const reference_data_1 = require("@firestone-hs/reference-data");
5
5
  const card_interface_1 = require("../cards/card.interface");
6
6
  const cards_data_1 = require("../cards/cards-data");
@@ -84,4 +84,22 @@ const updateElementalStatsBuff = (source, board, hero, attack, health, gameState
84
84
  }
85
85
  };
86
86
  exports.updateElementalStatsBuff = updateElementalStatsBuff;
87
+ const updateTavernSpellsCastThisGame = (source, board, hero, amount, gameState) => {
88
+ var _a;
89
+ const previousValue = (_a = hero.globalInfo.TavernSpellsCastThisGame) !== null && _a !== void 0 ? _a : 0;
90
+ const newValue = previousValue + amount;
91
+ hero.globalInfo.TavernSpellsCastThisGame = newValue;
92
+ for (const entity of board) {
93
+ const cardImpl = _card_mappings_1.cardMappings[entity.cardId];
94
+ if ((0, card_interface_1.hasOnGlobalInfoUpdated)(cardImpl)) {
95
+ cardImpl.onGlobalInfoUpdated(entity, {
96
+ values: [{ type: 'TavernSpellsCastThisGame', oldValue: previousValue, newValue: newValue }],
97
+ hero: hero,
98
+ board: board,
99
+ gameState: gameState,
100
+ });
101
+ }
102
+ }
103
+ };
104
+ exports.updateTavernSpellsCastThisGame = updateTavernSpellsCastThisGame;
87
105
  //# sourceMappingURL=global-info-helpers.js.map
@@ -1 +1 @@
1
- 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{ Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { BoardSecret } from '../board-secret';\r\nimport { hasOnGlobalInfoUpdated } from '../cards/card.interface';\r\nimport { isWhelp } from '../cards/cards-data';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { addStatsToBoard } from '../utils';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { modifyStats } from './stats';\r\n\r\nexport const increaseUndeadAttackBonus = (\r\n\tsource: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tamount: number,\r\n\tgameState: FullGameState,\r\n\t// 2026-04-25 Amalgam getting buffed also boosts Mishmash\r\n\t// https://replays.firestoneapp.com/?reviewId=845efb54-f37d-4cb7-9947-cc72fc12d800&turn=19&action=3\r\n\tcountsAsStatsGain = true,\r\n): void => {\r\n\thero.globalInfo.UndeadAttackBonus = (hero.globalInfo.UndeadAttackBonus ?? 0) + amount;\r\n\taddStatsToBoard(source, board, hero, amount, 0, gameState, Race[Race.UNDEAD], countsAsStatsGain);\r\n};\r\n\r\nexport const increaseUndeadHealthBonus = (\r\n\tsource: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tamount: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\thero.globalInfo.UndeadHealthBonus = (hero.globalInfo.UndeadHealthBonus ?? 0) + amount;\r\n\taddStatsToBoard(source, board, hero, 0, amount, gameState, Race[Race.UNDEAD], false);\r\n};\r\n\r\nexport const increasePirateAttackBonus = (\r\n\tsource: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tamount: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\thero.globalInfo.PirateAttackBonus = (hero.globalInfo.PirateAttackBonus ?? 0) + amount;\r\n\taddStatsToBoard(source, board, hero, amount, 0, gameState, Race[Race.PIRATE], false);\r\n};\r\n\r\nexport const increaseMechAttackBonus = (\r\n\tsource: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tamount: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\thero.globalInfo.MechAttackBonus = (hero.globalInfo.MechAttackBonus ?? 0) + amount;\r\n\taddStatsToBoard(source, board, hero, amount, 0, gameState, Race[Race.MECH], false);\r\n};\r\n\r\nexport const increaseGoldrinnBuff = (\r\n\tsource: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tattack: number,\r\n\thealth: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\thero.globalInfo.GoldrinnBuffAtk = (hero.globalInfo.GoldrinnBuffAtk ?? 0) + attack;\r\n\thero.globalInfo.GoldrinnBuffHealth = (hero.globalInfo.GoldrinnBuffHealth ?? 0) + health;\r\n\taddStatsToBoard(source, board, hero, attack, health, gameState, Race[Race.BEAST]);\r\n};\r\n\r\nexport const increaseWhelpBuff = (\r\n\tsource: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tattack: number,\r\n\thealth: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\thero.globalInfo.WhelpAttackBuff = (hero.globalInfo.WhelpAttackBuff ?? 0) + attack;\r\n\thero.globalInfo.WhelpHealthBuff = (hero.globalInfo.WhelpHealthBuff ?? 0) + health;\r\n\tconst targets = board.filter((entity) => isWhelp(entity.cardId, gameState.allCards));\r\n\ttargets.forEach((target) => {\r\n\t\tmodifyStats(target, target, attack, health, board, hero, gameState, false);\r\n\t});\r\n};\r\n\r\nexport const updateElementalStatsBuff = (\r\n\tsource: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tattack: number,\r\n\thealth: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst previousAttackValue = hero.globalInfo.ElementalAttackBuff ?? 0;\r\n\tconst previousHealthValue = hero.globalInfo.ElementalHealthBuff ?? 0;\r\n\tconst newAttackValue = previousAttackValue + attack;\r\n\tconst newHealthValue = previousHealthValue + health;\r\n\thero.globalInfo.ElementalAttackBuff = newAttackValue;\r\n\thero.globalInfo.ElementalHealthBuff = newHealthValue;\r\n\tfor (const entity of board) {\r\n\t\tconst cardImpl = cardMappings[entity.cardId];\r\n\t\tif (hasOnGlobalInfoUpdated(cardImpl)) {\r\n\t\t\tconst values = [];\r\n\t\t\tif (attack !== 0) {\r\n\t\t\t\tvalues.push({\r\n\t\t\t\t\ttype: 'ElementalAttackBuff',\r\n\t\t\t\t\toldValue: previousAttackValue,\r\n\t\t\t\t\tnewValue: newAttackValue,\r\n\t\t\t\t});\r\n\t\t\t}\r\n\t\t\tif (health !== 0) {\r\n\t\t\t\tvalues.push({\r\n\t\t\t\t\ttype: 'ElementalHealthBuff',\r\n\t\t\t\t\toldValue: previousHealthValue,\r\n\t\t\t\t\tnewValue: newHealthValue,\r\n\t\t\t\t});\r\n\t\t\t}\r\n\t\t\tcardImpl.onGlobalInfoUpdated(entity, {\r\n\t\t\t\tvalues: values,\r\n\t\t\t\thero: hero,\r\n\t\t\t\tboard: board,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n};\r\n"]}
1
+ 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{ Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { BoardSecret } from '../board-secret';\r\nimport { hasOnGlobalInfoUpdated } from '../cards/card.interface';\r\nimport { isWhelp } from '../cards/cards-data';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { addStatsToBoard } from '../utils';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { modifyStats } from './stats';\r\n\r\nexport const increaseUndeadAttackBonus = (\r\n\tsource: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tamount: number,\r\n\tgameState: FullGameState,\r\n\t// 2026-04-25 Amalgam getting buffed also boosts Mishmash\r\n\t// https://replays.firestoneapp.com/?reviewId=845efb54-f37d-4cb7-9947-cc72fc12d800&turn=19&action=3\r\n\tcountsAsStatsGain = true,\r\n): void => {\r\n\thero.globalInfo.UndeadAttackBonus = (hero.globalInfo.UndeadAttackBonus ?? 0) + amount;\r\n\taddStatsToBoard(source, board, hero, amount, 0, gameState, Race[Race.UNDEAD], countsAsStatsGain);\r\n};\r\n\r\nexport const increaseUndeadHealthBonus = (\r\n\tsource: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tamount: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\thero.globalInfo.UndeadHealthBonus = (hero.globalInfo.UndeadHealthBonus ?? 0) + amount;\r\n\taddStatsToBoard(source, board, hero, 0, amount, gameState, Race[Race.UNDEAD], false);\r\n};\r\n\r\nexport const increasePirateAttackBonus = (\r\n\tsource: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tamount: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\thero.globalInfo.PirateAttackBonus = (hero.globalInfo.PirateAttackBonus ?? 0) + amount;\r\n\taddStatsToBoard(source, board, hero, amount, 0, gameState, Race[Race.PIRATE], false);\r\n};\r\n\r\nexport const increaseMechAttackBonus = (\r\n\tsource: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tamount: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\thero.globalInfo.MechAttackBonus = (hero.globalInfo.MechAttackBonus ?? 0) + amount;\r\n\taddStatsToBoard(source, board, hero, amount, 0, gameState, Race[Race.MECH], false);\r\n};\r\n\r\nexport const increaseGoldrinnBuff = (\r\n\tsource: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tattack: number,\r\n\thealth: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\thero.globalInfo.GoldrinnBuffAtk = (hero.globalInfo.GoldrinnBuffAtk ?? 0) + attack;\r\n\thero.globalInfo.GoldrinnBuffHealth = (hero.globalInfo.GoldrinnBuffHealth ?? 0) + health;\r\n\taddStatsToBoard(source, board, hero, attack, health, gameState, Race[Race.BEAST]);\r\n};\r\n\r\nexport const increaseWhelpBuff = (\r\n\tsource: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tattack: number,\r\n\thealth: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\thero.globalInfo.WhelpAttackBuff = (hero.globalInfo.WhelpAttackBuff ?? 0) + attack;\r\n\thero.globalInfo.WhelpHealthBuff = (hero.globalInfo.WhelpHealthBuff ?? 0) + health;\r\n\tconst targets = board.filter((entity) => isWhelp(entity.cardId, gameState.allCards));\r\n\ttargets.forEach((target) => {\r\n\t\tmodifyStats(target, target, attack, health, board, hero, gameState, false);\r\n\t});\r\n};\r\n\r\nexport const updateElementalStatsBuff = (\r\n\tsource: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tattack: number,\r\n\thealth: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst previousAttackValue = hero.globalInfo.ElementalAttackBuff ?? 0;\r\n\tconst previousHealthValue = hero.globalInfo.ElementalHealthBuff ?? 0;\r\n\tconst newAttackValue = previousAttackValue + attack;\r\n\tconst newHealthValue = previousHealthValue + health;\r\n\thero.globalInfo.ElementalAttackBuff = newAttackValue;\r\n\thero.globalInfo.ElementalHealthBuff = newHealthValue;\r\n\tfor (const entity of board) {\r\n\t\tconst cardImpl = cardMappings[entity.cardId];\r\n\t\tif (hasOnGlobalInfoUpdated(cardImpl)) {\r\n\t\t\tconst values = [];\r\n\t\t\tif (attack !== 0) {\r\n\t\t\t\tvalues.push({\r\n\t\t\t\t\ttype: 'ElementalAttackBuff',\r\n\t\t\t\t\toldValue: previousAttackValue,\r\n\t\t\t\t\tnewValue: newAttackValue,\r\n\t\t\t\t});\r\n\t\t\t}\r\n\t\t\tif (health !== 0) {\r\n\t\t\t\tvalues.push({\r\n\t\t\t\t\ttype: 'ElementalHealthBuff',\r\n\t\t\t\t\toldValue: previousHealthValue,\r\n\t\t\t\t\tnewValue: newHealthValue,\r\n\t\t\t\t});\r\n\t\t\t}\r\n\t\t\tcardImpl.onGlobalInfoUpdated(entity, {\r\n\t\t\t\tvalues: values,\r\n\t\t\t\thero: hero,\r\n\t\t\t\tboard: board,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const updateTavernSpellsCastThisGame = (\r\n\tsource: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tamount: number,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst previousValue = hero.globalInfo.TavernSpellsCastThisGame ?? 0;\r\n\tconst newValue = previousValue + amount;\r\n\thero.globalInfo.TavernSpellsCastThisGame = newValue;\r\n\tfor (const entity of board) {\r\n\t\tconst cardImpl = cardMappings[entity.cardId];\r\n\t\tif (hasOnGlobalInfoUpdated(cardImpl)) {\r\n\t\t\tcardImpl.onGlobalInfoUpdated(entity, {\r\n\t\t\t\tvalues: [{ type: 'TavernSpellsCastThisGame', oldValue: previousValue, newValue: newValue }],\r\n\t\t\t\thero: hero,\r\n\t\t\t\tboard: board,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n};\r\n"]}
@@ -1,6 +1,7 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
3
  exports.onMinionDeadQuest = exports.onMinionDeadHeroPower = exports.makeMinionsDie = void 0;
4
+ const runic_empowerment_1 = require("../cards/impl/hero-power/runic-empowerment");
4
5
  const utils_1 = require("../services/utils");
5
6
  const utils_2 = require("../utils");
6
7
  const avenge_1 = require("./avenge");
@@ -54,6 +55,7 @@ const onMinionDeadHeroPower = (board, boardHero, deadEntity, gameState) => {
54
55
  (0, cards_in_hand_1.addCardsInHand)(boardHero, board, [deadEntity.cardId], gameState);
55
56
  heroPower.info2 = 1;
56
57
  }
58
+ (0, runic_empowerment_1.applyRunicEmpowermentOnFriendlyDeath)(heroPower, boardHero, deadEntity);
57
59
  }
58
60
  };
59
61
  exports.onMinionDeadHeroPower = onMinionDeadHeroPower;
@@ -1 +1 @@
1
- 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{ BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { CardIds } from '../services/card-ids';\r\nimport { pickMultipleRandomAlive } from '../services/utils';\r\nimport { getEffectiveTribesForEntity } from '../utils';\r\nimport { updateAvengeCounters } from './avenge';\r\nimport { addCardsInHand } from './cards-in-hand';\r\nimport { handleWheneverMinionsKillEffect } from './deathrattle-effects';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { onQuestProgressUpdated } from './quest';\r\nimport { removeMinionFromBoard } from './remove-minion-from-board';\r\nimport { modifyStats } from './stats';\r\n\r\nexport const makeMinionsDie = (\r\n\tboard: BoardEntity[],\r\n\tboardHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): [number[], number[], BoardEntity[]] => {\r\n\t// Because entities spawn to the left, so the right index is unchanged\r\n\tconst deadMinionIndexesFromLeft: number[] = [];\r\n\tconst deadMinionIndexesFromRight: number[] = [];\r\n\tconst deadEntities: BoardEntity[] = [];\r\n\tconst initialBoardLength = board.length;\r\n\r\n\thandleWheneverMinionsKillEffect(board, boardHero, otherBoard, otherBoardHero, gameState);\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].health <= 0 || board[i].definitelyDead) {\r\n\t\t\tdeadMinionIndexesFromLeft.push(i);\r\n\t\t\tdeadMinionIndexesFromRight.push(initialBoardLength - (i + 1));\r\n\t\t\tdeadEntities.push(board[i]);\r\n\t\t\t// console.log(\r\n\t\t\t// \t'\\tflagging dead minion 0',\r\n\t\t\t// \tstringifySimpleCard(board[i], allCards),\r\n\t\t\t// \tstringifySimple(board, allCards),\r\n\t\t\t// \tinitialBoardLength,\r\n\t\t\t// \ti,\r\n\t\t\t// \tdeadMinionIndexesFromRight,\r\n\t\t\t// );\r\n\t\t}\r\n\t}\r\n\r\n\t// These will always be processed from left to right afterwards\r\n\t// We compute the indexes as they will be once the new board is effective. For a\r\n\t// board of length N, having an indexFromRight at N means it will spawn at the very left\r\n\t// of the board (first minion)\r\n\tlet indexesFromRightAfterDeath = [];\r\n\tfor (let i = deadMinionIndexesFromRight.length - 1; i >= 0; i--) {\r\n\t\tconst newIndex = deadMinionIndexesFromRight[i] - indexesFromRightAfterDeath.length;\r\n\t\tindexesFromRightAfterDeath.push(newIndex);\r\n\t}\r\n\tindexesFromRightAfterDeath = indexesFromRightAfterDeath.reverse();\r\n\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].health <= 0 || board[i].definitelyDead) {\r\n\t\t\t// console.log('\\tflagging dead minion', stringifySimpleCard(board[i], allCards), deadMinionIndexesFromRight);\r\n\t\t\tremoveMinionFromBoard(board, boardHero, i, gameState);\r\n\t\t\t// We modify the original array, so we need to update teh current index accordingly\r\n\t\t\ti--;\r\n\t\t}\r\n\t}\r\n\r\n\t// console.debug('dead entities', stringifySimple(deadEntities, allCards));\r\n\t// Update the avenge counters as soon as minions die. If we wait until the \"avenge\" phase, we might\r\n\t// update the counters for entities that have been spawned after the death of the original entity\r\n\t// ISSUE: deaths are actually processed one by one. Once a minion dies, its DR triggers, then the next, etc.\r\n\t// This means that if you have a minion that summons another one, it can progress and complete and quest\r\n\t// and the next minion dying could count towards that quest progress\r\n\t// See http://replays.firestoneapp.com/?reviewId=0ce4db9c-3269-4704-b662-8a8c31f5afe1&turn=16&action=27\r\n\tfor (const deadEntity of deadEntities) {\r\n\t\tconst indexFromRight = indexesFromRightAfterDeath[deadEntities.indexOf(deadEntity)];\r\n\t\tupdateAvengeCounters(board, boardHero);\r\n\t\tonMinionDeadHeroPower(board, boardHero, deadEntity, gameState);\r\n\t\tonMinionDeadHeroPower(otherBoard, otherBoardHero, deadEntity, gameState);\r\n\t\tonMinionDeadQuest(deadEntity, indexFromRight, board, boardHero, otherBoard, otherBoardHero, gameState);\r\n\t\tonMinionDeadQuest(deadEntity, indexFromRight, otherBoard, otherBoardHero, board, boardHero, gameState);\r\n\t}\r\n\r\n\treturn [deadMinionIndexesFromLeft, indexesFromRightAfterDeath, deadEntities];\r\n};\r\n\r\nexport const onMinionDeadHeroPower = (\r\n\tboard: BoardEntity[],\r\n\tboardHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tfor (const heroPower of boardHero.heroPowers) {\r\n\t\tif (\r\n\t\t\theroPower.cardId === CardIds.IllTakeThat &&\r\n\t\t\theroPower.used &&\r\n\t\t\theroPower.info2 <= 0 &&\r\n\t\t\tdeadEntity.friendly !== boardHero.friendly\r\n\t\t) {\r\n\t\t\taddCardsInHand(boardHero, board, [deadEntity.cardId], gameState);\r\n\t\t\theroPower.info2 = 1;\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const onMinionDeadQuest = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tboard: BoardEntity[],\r\n\tboardHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst quests = boardHero.questEntities ?? [];\r\n\tfor (const quest of quests) {\r\n\t\tswitch (quest.CardId) {\r\n\t\t\tcase CardIds.ReenactTheMurder:\r\n\t\t\t\tif (deadEntity.friendly === boardHero.friendly) {\r\n\t\t\t\t\tonQuestProgressUpdated(boardHero, quest, board, gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.RoundUpTheSuspects:\r\n\t\t\t\tif (deadEntity.friendly !== boardHero.friendly) {\r\n\t\t\t\t\tonQuestProgressUpdated(boardHero, 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\tfor (const trinket of boardHero.trinkets) {\r\n\t\tswitch (trinket.cardId) {\r\n\t\t\tcase CardIds.AllianceKeychain_BG30_MagicItem_433:\r\n\t\t\tcase CardIds.AllianceKeychain_AllianceKeychainToken_BG30_MagicItem_433t:\r\n\t\t\t\tif (trinket.scriptDataNum1 > 0 && deadEntity.friendly === boardHero.friendly) {\r\n\t\t\t\t\tconst quantity = trinket.cardId === CardIds.AllianceKeychain_BG30_MagicItem_433 ? 1 : 2;\r\n\t\t\t\t\tconst targets = pickMultipleRandomAlive(board, quantity);\r\n\t\t\t\t\tfor (const target of targets) {\r\n\t\t\t\t\t\tmodifyStats(\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\tboardHero,\r\n\t\t\t\t\t\t\tdeadEntity.maxAttack,\r\n\t\t\t\t\t\t\tdeadEntity.maxHealth,\r\n\t\t\t\t\t\t\tboard,\r\n\t\t\t\t\t\t\tboardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t}\r\n\t\t\t\t\ttrinket.scriptDataNum1--;\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.TheEyeOfDalaran_BG30_MagicItem_981:\r\n\t\t\t\tif (\r\n\t\t\t\t\tdeadEntity.friendly === boardHero.friendly &&\r\n\t\t\t\t\tgetEffectiveTribesForEntity(deadEntity, boardHero, gameState.anomalies, gameState.allCards)\r\n\t\t\t\t\t\t.length === 0\r\n\t\t\t\t) {\r\n\t\t\t\t\taddCardsInHand(boardHero, board, [null], gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n};\r\n"]}
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{ BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { applyRunicEmpowermentOnFriendlyDeath } from '../cards/impl/hero-power/runic-empowerment';\r\nimport { CardIds } from '../services/card-ids';\r\nimport { pickMultipleRandomAlive } from '../services/utils';\r\nimport { getEffectiveTribesForEntity } from '../utils';\r\nimport { updateAvengeCounters } from './avenge';\r\nimport { addCardsInHand } from './cards-in-hand';\r\nimport { handleWheneverMinionsKillEffect } from './deathrattle-effects';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { onQuestProgressUpdated } from './quest';\r\nimport { removeMinionFromBoard } from './remove-minion-from-board';\r\nimport { modifyStats } from './stats';\r\n\r\nexport const makeMinionsDie = (\r\n\tboard: BoardEntity[],\r\n\tboardHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): [number[], number[], BoardEntity[]] => {\r\n\t// Because entities spawn to the left, so the right index is unchanged\r\n\tconst deadMinionIndexesFromLeft: number[] = [];\r\n\tconst deadMinionIndexesFromRight: number[] = [];\r\n\tconst deadEntities: BoardEntity[] = [];\r\n\tconst initialBoardLength = board.length;\r\n\r\n\thandleWheneverMinionsKillEffect(board, boardHero, otherBoard, otherBoardHero, gameState);\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].health <= 0 || board[i].definitelyDead) {\r\n\t\t\tdeadMinionIndexesFromLeft.push(i);\r\n\t\t\tdeadMinionIndexesFromRight.push(initialBoardLength - (i + 1));\r\n\t\t\tdeadEntities.push(board[i]);\r\n\t\t\t// console.log(\r\n\t\t\t// \t'\\tflagging dead minion 0',\r\n\t\t\t// \tstringifySimpleCard(board[i], allCards),\r\n\t\t\t// \tstringifySimple(board, allCards),\r\n\t\t\t// \tinitialBoardLength,\r\n\t\t\t// \ti,\r\n\t\t\t// \tdeadMinionIndexesFromRight,\r\n\t\t\t// );\r\n\t\t}\r\n\t}\r\n\r\n\t// These will always be processed from left to right afterwards\r\n\t// We compute the indexes as they will be once the new board is effective. For a\r\n\t// board of length N, having an indexFromRight at N means it will spawn at the very left\r\n\t// of the board (first minion)\r\n\tlet indexesFromRightAfterDeath = [];\r\n\tfor (let i = deadMinionIndexesFromRight.length - 1; i >= 0; i--) {\r\n\t\tconst newIndex = deadMinionIndexesFromRight[i] - indexesFromRightAfterDeath.length;\r\n\t\tindexesFromRightAfterDeath.push(newIndex);\r\n\t}\r\n\tindexesFromRightAfterDeath = indexesFromRightAfterDeath.reverse();\r\n\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].health <= 0 || board[i].definitelyDead) {\r\n\t\t\t// console.log('\\tflagging dead minion', stringifySimpleCard(board[i], allCards), deadMinionIndexesFromRight);\r\n\t\t\tremoveMinionFromBoard(board, boardHero, i, gameState);\r\n\t\t\t// We modify the original array, so we need to update teh current index accordingly\r\n\t\t\ti--;\r\n\t\t}\r\n\t}\r\n\r\n\t// console.debug('dead entities', stringifySimple(deadEntities, allCards));\r\n\t// Update the avenge counters as soon as minions die. If we wait until the \"avenge\" phase, we might\r\n\t// update the counters for entities that have been spawned after the death of the original entity\r\n\t// ISSUE: deaths are actually processed one by one. Once a minion dies, its DR triggers, then the next, etc.\r\n\t// This means that if you have a minion that summons another one, it can progress and complete and quest\r\n\t// and the next minion dying could count towards that quest progress\r\n\t// See http://replays.firestoneapp.com/?reviewId=0ce4db9c-3269-4704-b662-8a8c31f5afe1&turn=16&action=27\r\n\tfor (const deadEntity of deadEntities) {\r\n\t\tconst indexFromRight = indexesFromRightAfterDeath[deadEntities.indexOf(deadEntity)];\r\n\t\tupdateAvengeCounters(board, boardHero);\r\n\t\tonMinionDeadHeroPower(board, boardHero, deadEntity, gameState);\r\n\t\tonMinionDeadHeroPower(otherBoard, otherBoardHero, deadEntity, gameState);\r\n\t\tonMinionDeadQuest(deadEntity, indexFromRight, board, boardHero, otherBoard, otherBoardHero, gameState);\r\n\t\tonMinionDeadQuest(deadEntity, indexFromRight, otherBoard, otherBoardHero, board, boardHero, gameState);\r\n\t}\r\n\r\n\treturn [deadMinionIndexesFromLeft, indexesFromRightAfterDeath, deadEntities];\r\n};\r\n\r\nexport const onMinionDeadHeroPower = (\r\n\tboard: BoardEntity[],\r\n\tboardHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tfor (const heroPower of boardHero.heroPowers) {\r\n\t\tif (\r\n\t\t\theroPower.cardId === CardIds.IllTakeThat &&\r\n\t\t\theroPower.used &&\r\n\t\t\theroPower.info2 <= 0 &&\r\n\t\t\tdeadEntity.friendly !== boardHero.friendly\r\n\t\t) {\r\n\t\t\taddCardsInHand(boardHero, board, [deadEntity.cardId], gameState);\r\n\t\t\theroPower.info2 = 1;\r\n\t\t}\r\n\t\tapplyRunicEmpowermentOnFriendlyDeath(heroPower, boardHero, deadEntity);\r\n\t}\r\n};\r\n\r\nexport const onMinionDeadQuest = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tboard: BoardEntity[],\r\n\tboardHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst quests = boardHero.questEntities ?? [];\r\n\tfor (const quest of quests) {\r\n\t\tswitch (quest.CardId) {\r\n\t\t\tcase CardIds.ReenactTheMurder:\r\n\t\t\t\tif (deadEntity.friendly === boardHero.friendly) {\r\n\t\t\t\t\tonQuestProgressUpdated(boardHero, quest, board, gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.RoundUpTheSuspects:\r\n\t\t\t\tif (deadEntity.friendly !== boardHero.friendly) {\r\n\t\t\t\t\tonQuestProgressUpdated(boardHero, 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\tfor (const trinket of boardHero.trinkets) {\r\n\t\tswitch (trinket.cardId) {\r\n\t\t\tcase CardIds.AllianceKeychain_BG30_MagicItem_433:\r\n\t\t\tcase CardIds.AllianceKeychain_AllianceKeychainToken_BG30_MagicItem_433t:\r\n\t\t\t\tif (trinket.scriptDataNum1 > 0 && deadEntity.friendly === boardHero.friendly) {\r\n\t\t\t\t\tconst quantity = trinket.cardId === CardIds.AllianceKeychain_BG30_MagicItem_433 ? 1 : 2;\r\n\t\t\t\t\tconst targets = pickMultipleRandomAlive(board, quantity);\r\n\t\t\t\t\tfor (const target of targets) {\r\n\t\t\t\t\t\tmodifyStats(\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\tboardHero,\r\n\t\t\t\t\t\t\tdeadEntity.maxAttack,\r\n\t\t\t\t\t\t\tdeadEntity.maxHealth,\r\n\t\t\t\t\t\t\tboard,\r\n\t\t\t\t\t\t\tboardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t}\r\n\t\t\t\t\ttrinket.scriptDataNum1--;\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.TheEyeOfDalaran_BG30_MagicItem_981:\r\n\t\t\t\tif (\r\n\t\t\t\t\tdeadEntity.friendly === boardHero.friendly &&\r\n\t\t\t\t\tgetEffectiveTribesForEntity(deadEntity, boardHero, gameState.anomalies, gameState.allCards)\r\n\t\t\t\t\t\t.length === 0\r\n\t\t\t\t) {\r\n\t\t\t\t\taddCardsInHand(boardHero, board, [null], gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n};\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"quest.js","sourceRoot":"","sources":["../../src/simulation/quest.ts"],"names":[],"mappings":";;;AAKO,MAAM,sBAAsB,GAAG,CACrC,YAA6B,EAC7B,KAAqB,EACrB,KAAoB,EACpB,SAAwB,EACvB,EAAE;IACH,KAAK,CAAC,eAAe,EAAE,CAAC;IACxB,IAAI,KAAK,CAAC,eAAe,GAAG,KAAK,CAAC,aAAa,EAAE;QAChD,OAAO;KACP;IAED,MAAM,YAAY,GAAG,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC,EAAE,CAAC;IACtE,YAAY,CAAC,YAAY,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;IAC7C,YAAY,CAAC,mBAAmB,CAAC,IAAI,CAAC;QACrC,MAAM,EAAE,YAAY;QACpB,QAAQ,EAAE,SAAS,CAAC,WAAW,CAAC,eAAe,EAAE;QACjD,aAAa,EAAE,SAAS,CAAC,SAAS,CAAC,WAAW,CAAC,YAAY,CAAC;QAC5D,aAAa,EAAE,SAAS,CAAC,SAAS,CAAC,WAAW,CAAC,YAAY,CAAC;QAC5D,cAAc,EAAE,SAAS,CAAC,SAAS,CAAC,oBAAoB,CAAC,YAAY,CAAC;KACtE,CAAC,CAAC;IAGH,YAAY,CAAC,aAAa,GAAG,YAAY,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,MAAM,KAAK,KAAK,CAAC,MAAM,CAAC,CAAC;IAEjG,4BAA4B,CAAC,YAAY,EAAE,KAAK,EAAE,YAAY,EAAE,SAAS,CAAC,CAAC;AAC5E,CAAC,CAAC;AAzBW,QAAA,sBAAsB,0BAyBjC;AAEF,MAAM,4BAA4B,GAAG,CACpC,YAAoB,EACpB,KAAoB,EACpB,YAA6B,EAC7B,SAAwB,EACvB,EAAE;IACH,QAAQ,YAAY,EAAE;QACrB;YACC,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE;gBACnB,CAAC,CAAC,MAAM,IAAI,CAAC,CAAC;YACf,CAAC,CAAC,CAAC;YACH,MAAM;QACP;YACC,MAAM;KACP;AACF,CAAC,CAAC","sourcesContent":["import { CardIds } from '../services/card-ids';\r\nimport { BgsPlayerEntity, BgsQuestEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { FullGameState } from './internal-game-state';\r\n\r\nexport const onQuestProgressUpdated = (\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tquest: BgsQuestEntity,\r\n\tboard: BoardEntity[],\r\n\tgameState: FullGameState,\r\n) => {\r\n\tquest.ProgressCurrent++;\r\n\tif (quest.ProgressCurrent < quest.ProgressTotal) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst rewardCardId = gameState.allCards.getCard(quest.RewardDbfId).id;\r\n\tplayerEntity.questRewards.push(rewardCardId);\r\n\tplayerEntity.questRewardEntities.push({\r\n\t\tcardId: rewardCardId,\r\n\t\tentityId: gameState.sharedState.currentEntityId++,\r\n\t\tavengeDefault: gameState.cardsData.avengeValue(rewardCardId),\r\n\t\tavengeCurrent: gameState.cardsData.avengeValue(rewardCardId),\r\n\t\tscriptDataNum1: gameState.cardsData.defaultScriptDataNum(rewardCardId),\r\n\t});\r\n\r\n\t// Remove the quest from the list of quests\r\n\tplayerEntity.questEntities = playerEntity.questEntities.filter((q) => q.CardId !== quest.CardId);\r\n\r\n\tupdateStateAfterQuestCreated(rewardCardId, board, playerEntity, gameState);\r\n};\r\n\r\nconst updateStateAfterQuestCreated = (\r\n\trewardCardId: string,\r\n\tboard: BoardEntity[],\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tswitch (rewardCardId) {\r\n\t\tcase CardIds.TheSmokingGun:\r\n\t\t\tboard.forEach((e) => {\r\n\t\t\t\te.attack += 4;\r\n\t\t\t});\r\n\t\t\tbreak;\r\n\t\tdefault:\r\n\t\t\tbreak;\r\n\t}\r\n};\r\n"]}
1
+ {"version":3,"file":"quest.js","sourceRoot":"","sources":["../../src/simulation/quest.ts"],"names":[],"mappings":";;;AAKO,MAAM,sBAAsB,GAAG,CACrC,YAA6B,EAC7B,KAAqB,EACrB,KAAoB,EACpB,SAAwB,EACvB,EAAE;IACH,KAAK,CAAC,eAAe,EAAE,CAAC;IACxB,IAAI,KAAK,CAAC,eAAe,GAAG,KAAK,CAAC,aAAa,EAAE;QAChD,OAAO;KACP;IAED,MAAM,YAAY,GAAG,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC,EAAE,CAAC;IACtE,YAAY,CAAC,YAAY,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;IAC7C,YAAY,CAAC,mBAAmB,CAAC,IAAI,CAAC;QACrC,MAAM,EAAE,YAAY;QACpB,QAAQ,EAAE,SAAS,CAAC,WAAW,CAAC,eAAe,EAAE;QACjD,aAAa,EAAE,SAAS,CAAC,SAAS,CAAC,WAAW,CAAC,YAAY,CAAC;QAC5D,aAAa,EAAE,SAAS,CAAC,SAAS,CAAC,WAAW,CAAC,YAAY,CAAC;QAC5D,cAAc,EAAE,SAAS,CAAC,SAAS,CAAC,oBAAoB,CAAC,YAAY,CAAC;KACtE,CAAC,CAAC;IAGH,YAAY,CAAC,aAAa,GAAG,YAAY,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,MAAM,KAAK,KAAK,CAAC,MAAM,CAAC,CAAC;IAEjG,4BAA4B,CAAC,YAAY,EAAE,KAAK,EAAE,YAAY,EAAE,SAAS,CAAC,CAAC;AAC5E,CAAC,CAAC;AAzBW,QAAA,sBAAsB,0BAyBjC;AAEF,MAAM,4BAA4B,GAAG,CACpC,YAAoB,EACpB,KAAoB,EACpB,YAA6B,EAC7B,SAAwB,EACvB,EAAE;IACH,QAAQ,YAAY,EAAE;QACrB;YACC,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE;gBACnB,CAAC,CAAC,MAAM,IAAI,CAAC,CAAC;YACf,CAAC,CAAC,CAAC;YACH,MAAM;QACP;YACC,MAAM;KACP;AACF,CAAC,CAAC","sourcesContent":["import { CardIds } from '../services/card-ids';\nimport { BgsPlayerEntity, BgsQuestEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { FullGameState } from './internal-game-state';\r\n\r\nexport const onQuestProgressUpdated = (\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tquest: BgsQuestEntity,\r\n\tboard: BoardEntity[],\r\n\tgameState: FullGameState,\r\n) => {\r\n\tquest.ProgressCurrent++;\r\n\tif (quest.ProgressCurrent < quest.ProgressTotal) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst rewardCardId = gameState.allCards.getCard(quest.RewardDbfId).id;\r\n\tplayerEntity.questRewards.push(rewardCardId);\r\n\tplayerEntity.questRewardEntities.push({\r\n\t\tcardId: rewardCardId,\r\n\t\tentityId: gameState.sharedState.currentEntityId++,\r\n\t\tavengeDefault: gameState.cardsData.avengeValue(rewardCardId),\r\n\t\tavengeCurrent: gameState.cardsData.avengeValue(rewardCardId),\r\n\t\tscriptDataNum1: gameState.cardsData.defaultScriptDataNum(rewardCardId),\r\n\t});\r\n\r\n\t// Remove the quest from the list of quests\r\n\tplayerEntity.questEntities = playerEntity.questEntities.filter((q) => q.CardId !== quest.CardId);\r\n\r\n\tupdateStateAfterQuestCreated(rewardCardId, board, playerEntity, gameState);\r\n};\r\n\r\nconst updateStateAfterQuestCreated = (\r\n\trewardCardId: string,\r\n\tboard: BoardEntity[],\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tswitch (rewardCardId) {\r\n\t\tcase CardIds.TheSmokingGun:\r\n\t\t\tboard.forEach((e) => {\r\n\t\t\t\te.attack += 4;\r\n\t\t\t});\r\n\t\t\tbreak;\r\n\t\tdefault:\r\n\t\t\tbreak;\r\n\t}\r\n};\r\n"]}
@@ -97,10 +97,22 @@ class Simulator {
97
97
  break;
98
98
  }
99
99
  }
100
+ const snapshotBoard = (board) => (board !== null && board !== void 0 ? board : []).map((e) => {
101
+ var _a, _b;
102
+ return ({
103
+ ...e,
104
+ enchantments: [...((_a = e.enchantments) !== null && _a !== void 0 ? _a : [])],
105
+ pendingAttackBuffs: [...((_b = e.pendingAttackBuffs) !== null && _b !== void 0 ? _b : [])],
106
+ additionalCards: e.additionalCards ? [...e.additionalCards] : e.additionalCards,
107
+ });
108
+ });
100
109
  if ((!(playerBoard === null || playerBoard === void 0 ? void 0 : playerBoard.length) && !(opponentBoard === null || opponentBoard === void 0 ? void 0 : opponentBoard.length)) ||
101
110
  ((playerBoard === null || playerBoard === void 0 ? void 0 : playerBoard.length) > 0 && (opponentBoard === null || opponentBoard === void 0 ? void 0 : opponentBoard.length) > 0)) {
102
111
  return {
103
112
  result: 'tied',
113
+ damageDealt: 0,
114
+ playerBoard: snapshotBoard(playerBoard),
115
+ opponentBoard: snapshotBoard(opponentBoard),
104
116
  };
105
117
  }
106
118
  if (!(playerBoard === null || playerBoard === void 0 ? void 0 : playerBoard.length) || (playerEntity === null || playerEntity === void 0 ? void 0 : playerEntity.hpLeft) <= 0) {
@@ -117,6 +129,8 @@ class Simulator {
117
129
  return {
118
130
  result: 'lost',
119
131
  damageDealt: damage,
132
+ playerBoard: snapshotBoard(playerBoard),
133
+ opponentBoard: snapshotBoard(opponentBoard),
120
134
  };
121
135
  }
122
136
  const winningHero = playerEntity !== null && playerEntity !== void 0 ? playerEntity : playerState.player;
@@ -132,6 +146,8 @@ class Simulator {
132
146
  return {
133
147
  result: 'won',
134
148
  damageDealt: damage,
149
+ playerBoard: snapshotBoard(playerBoard),
150
+ opponentBoard: snapshotBoard(opponentBoard),
135
151
  };
136
152
  }
137
153
  logRunawayEntityDiagnostics(playerBoard, playerEntity, opponentBoard, opponentEntity) {
@@ -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 { applyCombatDamageCap } from './damage-cap';\r\nimport { FullGameState, PlayerState } from './internal-game-state';\r\nimport { resolvePendingEffects } from './pending-effects';\r\nimport { tryPreventCombatDamageWithIceBlock } from './secrets';\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\t// Only swap when a real Duos teammate takes over — assigning an empty\r\n\t\t\t// teammate shell on solo defeat made isDuos true and used the flat 15\r\n\t\t\t// damage cap instead of the turn-scaled solo cap (35dd5300 t4: 13→10).\r\n\t\t\tif (isPlayerDefeated && playerEntity) {\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 && opponentEntity) {\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 winningHero = opponentEntity ?? opponentState.player;\r\n\t\t\tconst losingHero = playerEntity ?? playerState.player;\r\n\t\t\tlet damage = this.capDamage(\r\n\t\t\t\tthis.buildBoardTotalDamage(opponentBoard, this.gameState.gameState.opponent?.teammate?.board) +\r\n\t\t\t\t\t(winningHero?.tavernTier ?? 1),\r\n\t\t\t);\r\n\t\t\t// Full-game only: Ice Block prevents face damage (opt-in via applyIceBlock).\r\n\t\t\tif (\r\n\t\t\t\tthis.gameState.applyIceBlock &&\r\n\t\t\t\tdamage > 0 &&\r\n\t\t\t\ttryPreventCombatDamageWithIceBlock(losingHero)\r\n\t\t\t) {\r\n\t\t\t\tdamage = 0;\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 winningHero = playerEntity ?? playerState.player;\r\n\t\tconst losingHero = opponentEntity ?? opponentState.player;\r\n\t\tlet damage = this.capDamage(\r\n\t\t\tthis.buildBoardTotalDamage(playerBoard, this.gameState.gameState.player?.teammate?.board) +\r\n\t\t\t\t(winningHero?.tavernTier ?? 1),\r\n\t\t);\r\n\t\tif (\r\n\t\t\tthis.gameState.applyIceBlock &&\r\n\t\t\tdamage > 0 &&\r\n\t\t\ttryPreventCombatDamageWithIceBlock(losingHero)\r\n\t\t) {\r\n\t\t\tdamage = 0;\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.playerInitial?.teammate ||\r\n\t\t\t!!this.gameState.gameState.opponentInitial?.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"]}
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 { tryPreventCombatDamageWithIceBlock } from './secrets';\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\t// Only swap when a real Duos teammate takes over — assigning an empty\r\n\t\t\t// teammate shell on solo defeat made isDuos true and used the flat 15\r\n\t\t\t// damage cap instead of the turn-scaled solo cap (35dd5300 t4: 13→10).\r\n\t\t\tif (isPlayerDefeated && playerEntity) {\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 && opponentEntity) {\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\tconst snapshotBoard = (board: BoardEntity[] | null | undefined): BoardEntity[] =>\r\n\t\t\t(board ?? []).map((e) => ({\r\n\t\t\t\t...e,\r\n\t\t\t\tenchantments: [...(e.enchantments ?? [])],\r\n\t\t\t\tpendingAttackBuffs: [...(e.pendingAttackBuffs ?? [])],\r\n\t\t\t\tadditionalCards: e.additionalCards ? [...e.additionalCards] : e.additionalCards,\r\n\t\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\tdamageDealt: 0,\r\n\t\t\t\tplayerBoard: snapshotBoard(playerBoard),\r\n\t\t\t\topponentBoard: snapshotBoard(opponentBoard),\r\n\t\t\t};\r\n\t\t}\r\n\t\tif (!playerBoard?.length || playerEntity?.hpLeft <= 0) {\r\n\t\t\tconst winningHero = opponentEntity ?? opponentState.player;\r\n\t\t\tconst losingHero = playerEntity ?? playerState.player;\r\n\t\t\tlet damage = this.capDamage(\r\n\t\t\t\tthis.buildBoardTotalDamage(opponentBoard, this.gameState.gameState.opponent?.teammate?.board) +\r\n\t\t\t\t\t(winningHero?.tavernTier ?? 1),\r\n\t\t\t);\r\n\t\t\t// Full-game only: Ice Block prevents face damage (opt-in via applyIceBlock).\r\n\t\t\tif (\r\n\t\t\t\tthis.gameState.applyIceBlock &&\r\n\t\t\t\tdamage > 0 &&\r\n\t\t\t\ttryPreventCombatDamageWithIceBlock(losingHero)\r\n\t\t\t) {\r\n\t\t\t\tdamage = 0;\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\tplayerBoard: snapshotBoard(playerBoard),\r\n\t\t\t\topponentBoard: snapshotBoard(opponentBoard),\r\n\t\t\t};\r\n\t\t}\r\n\r\n\t\tconst winningHero = playerEntity ?? playerState.player;\r\n\t\tconst losingHero = opponentEntity ?? opponentState.player;\r\n\t\tlet damage = this.capDamage(\r\n\t\t\tthis.buildBoardTotalDamage(playerBoard, this.gameState.gameState.player?.teammate?.board) +\r\n\t\t\t\t(winningHero?.tavernTier ?? 1),\r\n\t\t);\r\n\t\tif (\r\n\t\t\tthis.gameState.applyIceBlock &&\r\n\t\t\tdamage > 0 &&\r\n\t\t\ttryPreventCombatDamageWithIceBlock(losingHero)\r\n\t\t) {\r\n\t\t\tdamage = 0;\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\tplayerBoard: snapshotBoard(playerBoard),\r\n\t\t\topponentBoard: snapshotBoard(opponentBoard),\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.playerInitial?.teammate ||\r\n\t\t\t!!this.gameState.gameState.opponentInitial?.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"]}
@@ -1,4 +1,7 @@
1
+ import { BoardEntity } from './board-entity';
1
2
  export interface SingleSimulationResult {
2
3
  readonly result: 'won' | 'lost' | 'tied';
3
4
  readonly damageDealt: number;
5
+ readonly playerBoard?: readonly BoardEntity[];
6
+ readonly opponentBoard?: readonly BoardEntity[];
4
7
  }
@@ -1 +1 @@
1
- {"version":3,"file":"single-simulation-result.js","sourceRoot":"","sources":["../src/single-simulation-result.ts"],"names":[],"mappings":"","sourcesContent":["export interface SingleSimulationResult {\r\n\treadonly result: 'won' | 'lost' | 'tied';\r\n\treadonly damageDealt: number;\r\n}\r\n"]}
1
+ {"version":3,"file":"single-simulation-result.js","sourceRoot":"","sources":["../src/single-simulation-result.ts"],"names":[],"mappings":"","sourcesContent":["import { BoardEntity } from './board-entity';\r\n\r\nexport interface SingleSimulationResult {\r\n\treadonly result: 'won' | 'lost' | 'tied';\r\n\treadonly damageDealt: number;\r\n\t/** Surviving friendly board after combat (entityIds match recruit board when possible). */\r\n\treadonly playerBoard?: readonly BoardEntity[];\r\n\t/** Surviving enemy board after combat. */\r\n\treadonly opponentBoard?: readonly BoardEntity[];\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"