@firestone-hs/simulate-bgs-battle 1.1.738 → 1.1.739

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Files changed (34) hide show
  1. package/dist/cards/cards-data.js +63 -38
  2. package/dist/cards/cards-data.js.map +1 -1
  3. package/dist/cards/impl/trinket/soul-fermenter.js +1 -1
  4. package/dist/cards/impl/trinket/soul-fermenter.js.map +1 -1
  5. package/dist/input-sanitation.js +12 -9
  6. package/dist/input-sanitation.js.map +1 -1
  7. package/dist/simulate-bgs-battle.d.ts +1 -0
  8. package/dist/simulate-bgs-battle.js +114 -21
  9. package/dist/simulate-bgs-battle.js.map +1 -1
  10. package/dist/simulation/after-attack.d.ts +1 -1
  11. package/dist/simulation/after-attack.js +21 -21
  12. package/dist/simulation/after-attack.js.map +1 -1
  13. package/dist/simulation/attack.d.ts +1 -0
  14. package/dist/simulation/attack.js +1 -1
  15. package/dist/simulation/attack.js.map +1 -1
  16. package/dist/simulation/auras.js +24 -6
  17. package/dist/simulation/auras.js.map +1 -1
  18. package/dist/simulation/combat-profile.d.ts +13 -0
  19. package/dist/simulation/combat-profile.js +37 -0
  20. package/dist/simulation/combat-profile.js.map +1 -0
  21. package/dist/simulation/death-effects.js +3 -0
  22. package/dist/simulation/death-effects.js.map +1 -1
  23. package/dist/simulation/internal-game-state.d.ts +1 -0
  24. package/dist/simulation/internal-game-state.js.map +1 -1
  25. package/dist/simulation/simulator.js +16 -5
  26. package/dist/simulation/simulator.js.map +1 -1
  27. package/dist/simulation/spectator/spectator.d.ts +1 -0
  28. package/dist/simulation/spectator/spectator.js +22 -6
  29. package/dist/simulation/spectator/spectator.js.map +1 -1
  30. package/dist/simulation/start-of-combat/soc-action-processor.js +10 -0
  31. package/dist/simulation/start-of-combat/soc-action-processor.js.map +1 -1
  32. package/dist/utils.js +12 -18
  33. package/dist/utils.js.map +1 -1
  34. package/package.json +1 -1
@@ -1,6 +1,6 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.simulateBattle = exports.simulateSingleCombat = exports.assignCards = exports.applyOnAttackEffects = exports.doFullAttack = exports.triggerBattlecry = exports.hasRally = exports.triggerRally = exports.withRng = exports.random = exports.getActiveRng = exports.defaultRng = exports.createSeededRng = exports.isValidDeathrattleEnchantment = void 0;
3
+ exports.simulateBattle = exports.simulateSingleCombat = exports.assignCards = exports.ensureCardsLoaded = exports.applyOnAttackEffects = exports.doFullAttack = exports.triggerBattlecry = exports.hasRally = exports.triggerRally = exports.withRng = exports.random = exports.getActiveRng = exports.defaultRng = exports.createSeededRng = exports.isValidDeathrattleEnchantment = void 0;
4
4
  const reference_data_1 = require("@firestone-hs/reference-data");
5
5
  const cards_data_1 = require("./cards/cards-data");
6
6
  const debug_state_1 = require("./debug-state");
@@ -10,6 +10,8 @@ const rng_1 = require("./services/rng");
10
10
  const shared_state_1 = require("./simulation/shared-state");
11
11
  const simulator_1 = require("./simulation/simulator");
12
12
  const spectator_1 = require("./simulation/spectator/spectator");
13
+ const combat_profile_1 = require("./simulation/combat-profile");
14
+ const utils_1 = require("./services/utils");
13
15
  var deathrattle_utils_1 = require("./simulation/deathrattle-utils");
14
16
  Object.defineProperty(exports, "isValidDeathrattleEnchantment", { enumerable: true, get: function () { return deathrattle_utils_1.isValidDeathrattleEnchantment; } });
15
17
  var rng_2 = require("./services/rng");
@@ -29,28 +31,106 @@ Object.defineProperty(exports, "doFullAttack", { enumerable: true, get: function
29
31
  var on_attack_1 = require("./simulation/on-attack");
30
32
  Object.defineProperty(exports, "applyOnAttackEffects", { enumerable: true, get: function () { return on_attack_1.applyOnAttackEffects; } });
31
33
  const MAX_SAMPLE_RESIMS = 500;
34
+ const CARDS_LOAD_ATTEMPTS = 3;
32
35
  let globalCards = new reference_data_1.AllCardsService();
36
+ let cardsInitPromise = null;
37
+ const verifiedCardDbs = new WeakSet();
38
+ const hasLoadedCards = (cards) => {
39
+ var _a, _b, _c;
40
+ if (!cards) {
41
+ return false;
42
+ }
43
+ if (verifiedCardDbs.has(cards)) {
44
+ return true;
45
+ }
46
+ const probe = (_a = cards.getCard) === null || _a === void 0 ? void 0 : _a.call(cards, 'CS2_122');
47
+ if (probe === null || probe === void 0 ? void 0 : probe.id) {
48
+ verifiedCardDbs.add(cards);
49
+ return true;
50
+ }
51
+ const loaded = !!((_c = (_b = cards.getCards) === null || _b === void 0 ? void 0 : _b.call(cards)) === null || _c === void 0 ? void 0 : _c.length);
52
+ if (loaded) {
53
+ verifiedCardDbs.add(cards);
54
+ }
55
+ return loaded;
56
+ };
57
+ const loadCardsWithRetry = async (cards) => {
58
+ for (let attempt = 1; attempt <= CARDS_LOAD_ATTEMPTS; attempt++) {
59
+ try {
60
+ await cards.initializeCardsDb();
61
+ if (hasLoadedCards(cards)) {
62
+ return true;
63
+ }
64
+ console.warn('[simulate-bgs-battle] cards still empty after initializeCardsDb', attempt);
65
+ }
66
+ catch (e) {
67
+ console.warn('[simulate-bgs-battle] cards load attempt failed', attempt, e);
68
+ }
69
+ if (attempt < CARDS_LOAD_ATTEMPTS) {
70
+ await (0, utils_1.sleep)(250 * attempt);
71
+ }
72
+ }
73
+ return false;
74
+ };
75
+ const ensureCardsLoaded = async (cards = globalCards) => {
76
+ if (hasLoadedCards(cards)) {
77
+ return true;
78
+ }
79
+ if (!cardsInitPromise) {
80
+ cardsInitPromise = loadCardsWithRetry(cards).then((ok) => {
81
+ if (!ok) {
82
+ cardsInitPromise = null;
83
+ }
84
+ return ok;
85
+ });
86
+ }
87
+ return cardsInitPromise;
88
+ };
89
+ exports.ensureCardsLoaded = ensureCardsLoaded;
33
90
  const assignCards = (cards) => {
34
91
  globalCards = cards;
92
+ cardsInitPromise = hasLoadedCards(cards) ? Promise.resolve(true) : null;
35
93
  };
36
94
  exports.assignCards = assignCards;
37
95
  const simulateSingleCombat = (battleInput, cards, cardsData, options = {}) => {
38
- var _a, _b, _c;
39
- if (!((_a = cards === null || cards === void 0 ? void 0 : cards.getCards()) === null || _a === void 0 ? void 0 : _a.length)) {
96
+ var _a, _b;
97
+ const profile = (0, combat_profile_1.combatProfileEnabled)();
98
+ const getCardsT0 = profile ? performance.now() : 0;
99
+ if (!hasLoadedCards(cards)) {
40
100
  console.error('[simulate-bgs-battle] reference cards are empty, cannot simulate combat', cards);
41
101
  return null;
42
102
  }
43
- const rng = (_b = options.rng) !== null && _b !== void 0 ? _b : (options.seed !== undefined ? (0, rng_1.createSeededRng)(options.seed) : rng_1.defaultRng);
44
- const includeSpectator = (_c = options.includeSpectator) !== null && _c !== void 0 ? _c : false;
103
+ if (profile) {
104
+ (0, combat_profile_1.combatProfileAdd)('getCardsMs', performance.now() - getCardsT0);
105
+ }
106
+ const rng = (_a = options.rng) !== null && _a !== void 0 ? _a : (options.seed !== undefined ? (0, rng_1.createSeededRng)(options.seed) : rng_1.defaultRng);
107
+ const includeSpectator = (_b = options.includeSpectator) !== null && _b !== void 0 ? _b : false;
45
108
  applyDebugStateFromInput(battleInput);
46
109
  try {
110
+ const buildT0 = profile ? performance.now() : 0;
47
111
  const inputReady = (0, input_sanitation_1.buildFinalInput)(battleInput, cards, cardsData);
48
- const cloneTemplate = (0, input_clone_1.buildTemplateCloner)((0, input_clone_1.cloneInput3)(inputReady));
49
- const spectator = new spectator_1.Spectator(includeSpectator);
112
+ if (profile) {
113
+ (0, combat_profile_1.combatProfileAdd)('buildFinalInputMs', performance.now() - buildT0);
114
+ }
115
+ const cloneTemplate = () => {
116
+ const cloneT0 = profile ? performance.now() : 0;
117
+ const cloned = (0, input_clone_1.cloneInput3)(inputReady);
118
+ if (profile) {
119
+ (0, combat_profile_1.combatProfileAdd)('cloneMs', performance.now() - cloneT0);
120
+ }
121
+ return cloned;
122
+ };
123
+ const spectator = includeSpectator ? new spectator_1.Spectator(true) : spectator_1.noopSpectator;
50
124
  if (includeSpectator) {
51
125
  spectator.startRecording();
52
126
  }
53
- return (0, rng_1.withRng)(rng, () => runSingleBattle(cloneTemplate, cards, cardsData, spectator, rng));
127
+ const runT0 = profile ? performance.now() : 0;
128
+ const result = (0, rng_1.withRng)(rng, () => runSingleBattle(cloneTemplate, cards, cardsData, spectator, rng));
129
+ if (profile) {
130
+ (0, combat_profile_1.combatProfileAdd)('runBattleMs', performance.now() - runT0);
131
+ (0, combat_profile_1.combatProfileTickFight)();
132
+ }
133
+ return result;
54
134
  }
55
135
  finally {
56
136
  clearDebugStateFromInput(battleInput);
@@ -61,11 +141,23 @@ exports.default = async (event) => {
61
141
  var _a, _b, _c, _d, _e, _f;
62
142
  if (!((_a = event.body) === null || _a === void 0 ? void 0 : _a.length)) {
63
143
  console.warn('missing event body', event);
64
- return;
144
+ return {
145
+ statusCode: 400,
146
+ isBase64Encoded: false,
147
+ body: null,
148
+ };
65
149
  }
66
150
  const battleInput = JSON.parse(event.body);
67
151
  const cards = globalCards;
68
- await cards.initializeCardsDb();
152
+ const cardsLoaded = await (0, exports.ensureCardsLoaded)(cards);
153
+ if (!cardsLoaded) {
154
+ console.error('[simulate-bgs-battle] failed to load reference cards after retries');
155
+ return {
156
+ statusCode: 503,
157
+ isBase64Encoded: false,
158
+ body: JSON.stringify({ error: 'cards_unavailable' }),
159
+ };
160
+ }
69
161
  const cardsData = new cards_data_1.CardsData(cards, false);
70
162
  cardsData.inititialize((_c = (_b = battleInput.gameState) === null || _b === void 0 ? void 0 : _b.validTribes) !== null && _c !== void 0 ? _c : (_d = battleInput.options) === null || _d === void 0 ? void 0 : _d.validTribes, (_f = (_e = battleInput.gameState) === null || _e === void 0 ? void 0 : _e.anomalies) !== null && _f !== void 0 ? _f : []);
71
163
  const battleIterator = (0, exports.simulateBattle)(battleInput, cards, cardsData);
@@ -82,18 +174,18 @@ exports.default = async (event) => {
82
174
  return response;
83
175
  };
84
176
  const simulateBattle = function* (battleInput, cards, cardsData) {
85
- var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p;
86
- if (!((_a = cards === null || cards === void 0 ? void 0 : cards.getCards()) === null || _a === void 0 ? void 0 : _a.length)) {
177
+ var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o;
178
+ if (!hasLoadedCards(cards)) {
87
179
  console.error('[simulate-bgs-battle] reference cards are empty, cannot simulate battle', cards);
88
180
  return null;
89
181
  }
90
182
  const start = Date.now();
91
- const maxAcceptableDuration = ((_b = battleInput.options) === null || _b === void 0 ? void 0 : _b.maxAcceptableDuration) || 8000;
92
- const hideMaxSimulationDurationWarning = (_d = (_c = battleInput.options) === null || _c === void 0 ? void 0 : _c.hideMaxSimulationDurationWarning) !== null && _d !== void 0 ? _d : false;
93
- const numberOfSimulations = ((_e = battleInput.options) === null || _e === void 0 ? void 0 : _e.numberOfSimulations) || 8000;
94
- const intermediateSteps = (_g = (_f = battleInput.options) === null || _f === void 0 ? void 0 : _f.intermediateResults) !== null && _g !== void 0 ? _g : 200;
95
- const damageConfidence = (_j = (_h = battleInput.options) === null || _h === void 0 ? void 0 : _h.damageConfidence) !== null && _j !== void 0 ? _j : 0.9;
96
- const includeOutcomeSamples = (_l = (_k = battleInput.options) === null || _k === void 0 ? void 0 : _k.includeOutcomeSamples) !== null && _l !== void 0 ? _l : true;
183
+ const maxAcceptableDuration = ((_a = battleInput.options) === null || _a === void 0 ? void 0 : _a.maxAcceptableDuration) || 8000;
184
+ const hideMaxSimulationDurationWarning = (_c = (_b = battleInput.options) === null || _b === void 0 ? void 0 : _b.hideMaxSimulationDurationWarning) !== null && _c !== void 0 ? _c : false;
185
+ const numberOfSimulations = ((_d = battleInput.options) === null || _d === void 0 ? void 0 : _d.numberOfSimulations) || 8000;
186
+ const intermediateSteps = (_f = (_e = battleInput.options) === null || _e === void 0 ? void 0 : _e.intermediateResults) !== null && _f !== void 0 ? _f : 200;
187
+ const damageConfidence = (_h = (_g = battleInput.options) === null || _g === void 0 ? void 0 : _g.damageConfidence) !== null && _h !== void 0 ? _h : 0.9;
188
+ const includeOutcomeSamples = (_k = (_j = battleInput.options) === null || _j === void 0 ? void 0 : _j.includeOutcomeSamples) !== null && _k !== void 0 ? _k : true;
97
189
  const simulationResult = {
98
190
  wonLethal: 0,
99
191
  won: 0,
@@ -120,7 +212,7 @@ const simulateBattle = function* (battleInput, cards, cardsData) {
120
212
  const cloneTemplate = (0, input_clone_1.buildTemplateCloner)((0, input_clone_1.cloneInput3)(inputReady));
121
213
  const runOne = () => runSingleBattle(cloneTemplate, cards, cardsData, spectator, rng_1.defaultRng);
122
214
  try {
123
- !((_m = battleInput.options) === null || _m === void 0 ? void 0 : _m.skipInfoLogs) && console.time('simulation');
215
+ !((_l = battleInput.options) === null || _l === void 0 ? void 0 : _l.skipInfoLogs) && console.time('simulation');
124
216
  const outcomes = {};
125
217
  for (let i = 0; i < numberOfSimulations; i++) {
126
218
  const battleResult = runOne();
@@ -139,7 +231,7 @@ const simulateBattle = function* (battleInput, cards, cardsData) {
139
231
  simulationResult.lost++;
140
232
  simulationResult.damageLost += battleResult.damageDealt;
141
233
  simulationResult.damageLosts.push(battleResult.damageDealt);
142
- outcomes[battleResult.damageDealt] = ((_o = outcomes[battleResult.damageDealt]) !== null && _o !== void 0 ? _o : 0) + 1;
234
+ outcomes[battleResult.damageDealt] = ((_m = outcomes[battleResult.damageDealt]) !== null && _m !== void 0 ? _m : 0) + 1;
143
235
  if (battleInput.playerBoard.player.hpLeft &&
144
236
  battleResult.damageDealt >= battleInput.playerBoard.player.hpLeft) {
145
237
  simulationResult.lostLethal++;
@@ -158,7 +250,7 @@ const simulateBattle = function* (battleInput, cards, cardsData) {
158
250
  }
159
251
  }
160
252
  updateSimulationResult(simulationResult, inputReady, damageConfidence);
161
- !((_p = battleInput.options) === null || _p === void 0 ? void 0 : _p.skipInfoLogs) && console.timeEnd('simulation');
253
+ !((_o = battleInput.options) === null || _o === void 0 ? void 0 : _o.skipInfoLogs) && console.timeEnd('simulation');
162
254
  if (includeOutcomeSamples) {
163
255
  const neededOutcomes = [];
164
256
  simulationResult.won > 0 && neededOutcomes.push('won');
@@ -218,6 +310,7 @@ const runSingleBattle = (cloneTemplate, cards, cardsData, spectator, rng) => {
218
310
  numberOfPlayersAlive: input.gameState.numberOfPlayersAlive,
219
311
  applyDamageCap: ((_a = input.options) === null || _a === void 0 ? void 0 : _a.applyDamageCap) === true,
220
312
  applyIceBlock: ((_b = input.options) === null || _b === void 0 ? void 0 : _b.applyIceBlock) === true,
313
+ isDuos: !!input.playerTeammateBoard || !!input.opponentTeammateBoard,
221
314
  validTribes: input.gameState.validTribes,
222
315
  anomalies: input.gameState.anomalies,
223
316
  gameState: {
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService } from '@firestone-hs/reference-data';\r\nimport { BgsBattleInfo } from './bgs-battle-info';\r\nimport { CardsData } from './cards/cards-data';\r\nimport { debugState } from './debug-state';\r\nimport { buildTemplateCloner, cloneInput3 } from './input-clone';\r\nimport { buildFinalInput } from './input-sanitation';\r\nimport { createSeededRng, defaultRng, Rng, withRng } from './services/rng';\r\nimport { SimulationResult } from './simulation-result';\r\nimport { SingleSimulationResult } from './single-simulation-result';\r\nimport { FullGameState } from './simulation/internal-game-state';\r\nimport { SharedState } from './simulation/shared-state';\r\nimport { Simulator } from './simulation/simulator';\r\nimport { Spectator } from './simulation/spectator/spectator';\r\n\r\nexport { isValidDeathrattleEnchantment } from './simulation/deathrattle-utils';\r\nexport { createSeededRng, defaultRng, getActiveRng, random, withRng } from './services/rng';\r\nexport type { Rng } from './services/rng';\r\n/** Tavern Activate / Hand of Deios-style Rally triggers (requires a combat FullGameState). */\r\nexport { triggerRally } from './mechanics/rally';\r\nexport { hasRally } from './cards/card.interface';\r\nexport type { RallyCard } from './cards/card.interface';\r\nexport type { OnAttackInput } from './simulation/on-attack';\r\n/** Tavern / Hand of Deios-style Battlecry re-triggers. */\r\nexport { triggerBattlecry } from './simulation/battlecries';\r\n/** Full attack resolution (on-attack, damage, after-attack, deaths) for tavern attacks e.g. Fishbait. */\r\nexport { doFullAttack } from './simulation/attack';\r\nexport { applyOnAttackEffects } from './simulation/on-attack';\r\n\r\n// Cap for the post-hoc outcome sample capture phase: rare outcomes (e.g. a 0.1% tie\r\n// chance) might never show up again when re-simulating, so we stop hunting after this\r\n// many extra battles\r\nconst MAX_SAMPLE_RESIMS = 500;\r\n\r\nlet globalCards = new AllCardsService();\r\n\r\nexport const assignCards = (cards: AllCardsService) => {\r\n\tglobalCards = cards;\r\n};\r\n\r\nexport interface SimulateSingleCombatOptions {\r\n\t/** If set, creates a Mulberry32 RNG from this seed. Ignored when `rng` is provided. */\r\n\treadonly seed?: number;\r\n\t/** Explicit RNG instance. Takes precedence over `seed`. */\r\n\treadonly rng?: Rng;\r\n\t/** When true, records spectator actions (slower). Default false. */\r\n\treadonly includeSpectator?: boolean;\r\n}\r\n\r\n/**\r\n * Run exactly one combat with a deterministic (or default) RNG.\r\n * Intended for the full-game / self-play env — not for Firestone win% Monte Carlo.\r\n */\r\nexport const simulateSingleCombat = (\r\n\tbattleInput: BgsBattleInfo,\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\toptions: SimulateSingleCombatOptions = {},\r\n): SingleSimulationResult => {\r\n\tif (!cards?.getCards()?.length) {\r\n\t\tconsole.error('[simulate-bgs-battle] reference cards are empty, cannot simulate combat', cards);\r\n\t\treturn null;\r\n\t}\r\n\r\n\tconst rng = options.rng ?? (options.seed !== undefined ? createSeededRng(options.seed) : defaultRng);\r\n\tconst includeSpectator = options.includeSpectator ?? false;\r\n\r\n\tapplyDebugStateFromInput(battleInput);\r\n\ttry {\r\n\t\tconst inputReady = buildFinalInput(battleInput, cards, cardsData);\r\n\t\tconst cloneTemplate = buildTemplateCloner(cloneInput3(inputReady));\r\n\t\tconst spectator = new Spectator(includeSpectator);\r\n\t\tif (includeSpectator) {\r\n\t\t\tspectator.startRecording();\r\n\t\t}\r\n\t\treturn withRng(rng, () => runSingleBattle(cloneTemplate, cards, cardsData, spectator, rng));\r\n\t} finally {\r\n\t\tclearDebugStateFromInput(battleInput);\r\n\t}\r\n};\r\n\r\n// This example demonstrates a NodeJS 8.10 async handler[1], however of course you could use\r\n// the more traditional callback-style handler.\r\n// [1]: https://aws.amazon.com/blogs/compute/node-js-8-10-runtime-now-available-in-aws-lambda/\r\nexport default async (event): Promise<any> => {\r\n\tif (!event.body?.length) {\r\n\t\tconsole.warn('missing event body', event);\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst battleInput: BgsBattleInfo = JSON.parse(event.body);\r\n\tconst cards = globalCards;\r\n\tawait cards.initializeCardsDb();\r\n\tconst cardsData = new CardsData(cards, false);\r\n\tcardsData.inititialize(\r\n\t\tbattleInput.gameState?.validTribes ?? battleInput.options?.validTribes,\r\n\t\tbattleInput.gameState?.anomalies ?? [],\r\n\t);\r\n\tconst battleIterator = simulateBattle(battleInput, cards, cardsData);\r\n\r\n\t// Iterate through all intermediate results to reach the final result\r\n\tlet result = battleIterator.next();\r\n\twhile (!result.done) {\r\n\t\tresult = battleIterator.next();\r\n\t}\r\n\r\n\tconst simulationResult = result.value;\r\n\t// console.debug('simulationResult', simulationResult);\r\n\r\n\tconst response = {\r\n\t\tstatusCode: 200,\r\n\t\tisBase64Encoded: false,\r\n\t\tbody: JSON.stringify(simulationResult),\r\n\t};\r\n\treturn response;\r\n};\r\n\r\nexport const simulateBattle = function* (\r\n\tbattleInput: BgsBattleInfo,\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n): Generator<SimulationResult, SimulationResult, void> {\r\n\tif (!cards?.getCards()?.length) {\r\n\t\tconsole.error('[simulate-bgs-battle] reference cards are empty, cannot simulate battle', cards);\r\n\t\treturn null;\r\n\t}\r\n\t// !battleInput.options?.skipInfoLogs && console.time('full-sim');\r\n\tconst start = Date.now();\r\n\tconst maxAcceptableDuration = battleInput.options?.maxAcceptableDuration || 8000;\r\n\tconst hideMaxSimulationDurationWarning = battleInput.options?.hideMaxSimulationDurationWarning ?? false;\r\n\tconst numberOfSimulations = battleInput.options?.numberOfSimulations || 8000;\r\n\tconst intermediateSteps = battleInput.options?.intermediateResults ?? 200;\r\n\tconst damageConfidence = battleInput.options?.damageConfidence ?? 0.9;\r\n\tconst includeOutcomeSamples = battleInput.options?.includeOutcomeSamples ?? true;\r\n\tconst simulationResult: SimulationResult = {\r\n\t\twonLethal: 0,\r\n\t\twon: 0,\r\n\t\ttied: 0,\r\n\t\tlost: 0,\r\n\t\tlostLethal: 0,\r\n\t\tdamageWons: [],\r\n\t\tdamageWon: 0,\r\n\t\tdamageWonRange: null,\r\n\t\tdamageLosts: [],\r\n\t\tdamageLost: 0,\r\n\t\tdamageLostRange: null,\r\n\t\twonLethalPercent: undefined,\r\n\t\twonPercent: undefined,\r\n\t\ttiedPercent: undefined,\r\n\t\tlostPercent: undefined,\r\n\t\tlostLethalPercent: undefined,\r\n\t\taverageDamageWon: undefined,\r\n\t\taverageDamageLost: undefined,\r\n\t};\r\n\r\n\tconst spectator = new Spectator(includeOutcomeSamples);\r\n\tconst inputReady = buildFinalInput(battleInput, cards, cardsData);\r\n\r\n\tapplyDebugStateFromInput(battleInput);\r\n\r\n\t// cloneInput3 normalizes the input (sorted secrets, reset pendingAttackBuffs, etc.).\r\n\t// The compiled cloner re-materializes that normalized shape as an object literal, which is\r\n\t// faster than JSON.parse of a template string (~0.02ms vs ~0.12ms per clone on a 7v7\r\n\t// board), which was itself faster than generic recursive cloners (~0.19-0.23ms) and\r\n\t// structuredClone (~0.46ms)\r\n\tconst cloneTemplate = buildTemplateCloner(cloneInput3(inputReady));\r\n\r\n\tconst runOne = () => runSingleBattle(cloneTemplate, cards, cardsData, spectator, defaultRng);\r\n\r\n\ttry {\r\n\t\t!battleInput.options?.skipInfoLogs && console.time('simulation');\r\n\t\tconst outcomes = {};\r\n\t\tfor (let i = 0; i < numberOfSimulations; i++) {\r\n\t\t\tconst battleResult = runOne();\r\n\t\t\tif (!battleResult) {\r\n\t\t\t\tcontinue;\r\n\t\t\t}\r\n\t\t\tif (battleResult.result === 'won') {\r\n\t\t\t\tsimulationResult.won++;\r\n\t\t\t\tsimulationResult.damageWon += battleResult.damageDealt;\r\n\t\t\t\tsimulationResult.damageWons.push(battleResult.damageDealt);\r\n\t\t\t\tif (battleResult.damageDealt >= battleInput.opponentBoard.player.hpLeft) {\r\n\t\t\t\t\tsimulationResult.wonLethal++;\r\n\t\t\t\t}\r\n\t\t\t} else if (battleResult.result === 'lost') {\r\n\t\t\t\tsimulationResult.lost++;\r\n\t\t\t\tsimulationResult.damageLost += battleResult.damageDealt;\r\n\t\t\t\tsimulationResult.damageLosts.push(battleResult.damageDealt);\r\n\t\t\t\toutcomes[battleResult.damageDealt] = (outcomes[battleResult.damageDealt] ?? 0) + 1;\r\n\t\t\t\tif (\r\n\t\t\t\t\tbattleInput.playerBoard.player.hpLeft &&\r\n\t\t\t\t\tbattleResult.damageDealt >= battleInput.playerBoard.player.hpLeft\r\n\t\t\t\t) {\r\n\t\t\t\t\tsimulationResult.lostLethal++;\r\n\t\t\t\t}\r\n\t\t\t} else if (battleResult.result === 'tied') {\r\n\t\t\t\tsimulationResult.tied++;\r\n\t\t\t}\r\n\r\n\t\t\tif (Date.now() - start > maxAcceptableDuration && !hideMaxSimulationDurationWarning) {\r\n\t\t\t\t// Can happen in case of inifinite boards, or a bug. Don't hog the user's computer in that case\r\n\t\t\t\tconsole.warn('Stopping simulation after', i, 'iterations and ', Date.now() - start, 'ms');\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\r\n\t\t\t// Yield intermediate result every 200 iterations\r\n\t\t\tif (!!intermediateSteps && i > 0 && i % intermediateSteps === 0) {\r\n\t\t\t\tupdateSimulationResult(simulationResult, inputReady, damageConfidence);\r\n\t\t\t\tyield simulationResult;\r\n\t\t\t}\r\n\t\t}\r\n\t\tupdateSimulationResult(simulationResult, inputReady, damageConfidence);\r\n\t\t!battleInput.options?.skipInfoLogs && console.timeEnd('simulation');\r\n\r\n\t\t// Capture outcome samples post-hoc: re-run a few battles with action recording turned\r\n\t\t// on, until each outcome that actually occurred has a sample. This is much cheaper\r\n\t\t// than recording during the main loop, where almost all recorded actions get discarded.\r\n\t\t// This phase intentionally ignores maxAcceptableDuration: when the main loop was cut\r\n\t\t// short by the time budget, we would otherwise end up with no samples at all.\r\n\t\tif (includeOutcomeSamples) {\r\n\t\t\tconst neededOutcomes: ('won' | 'lost' | 'tied')[] = [];\r\n\t\t\tsimulationResult.won > 0 && neededOutcomes.push('won');\r\n\t\t\tsimulationResult.lost > 0 && neededOutcomes.push('lost');\r\n\t\t\tsimulationResult.tied > 0 && neededOutcomes.push('tied');\r\n\t\t\tconst missingOutcomes = new Set(neededOutcomes);\r\n\t\t\tif (missingOutcomes.size > 0) {\r\n\t\t\t\tspectator.startRecording();\r\n\t\t\t\tfor (let i = 0; i < MAX_SAMPLE_RESIMS && missingOutcomes.size > 0; i++) {\r\n\t\t\t\t\tconst battleResult = runOne();\r\n\t\t\t\t\tif (!battleResult?.result) {\r\n\t\t\t\t\t\tcontinue;\r\n\t\t\t\t\t}\r\n\t\t\t\t\tspectator.commitBattleResult(battleResult.result);\r\n\t\t\t\t\tif (spectator.hasSampleFor(battleResult.result)) {\r\n\t\t\t\t\t\tmissingOutcomes.delete(battleResult.result);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tspectator.stopRecording();\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tspectator.prune();\r\n\t\tsimulationResult.outcomeSamples = spectator.buildOutcomeSamples(battleInput.gameState);\r\n\t\t// Avoid sending this verbose data\r\n\r\n\t\tsimulationResult.damageWons = [];\r\n\t\tsimulationResult.damageLosts = [];\r\n\t\t// !battleInput.options?.skipInfoLogs && console.timeEnd('full-sim');\r\n\t\treturn simulationResult;\r\n\t} finally {\r\n\t\tclearDebugStateFromInput(battleInput);\r\n\t}\r\n};\r\n\r\ntype CloneTemplate = () => BgsBattleInfo;\r\n\r\nconst runSingleBattle = (\r\n\tcloneTemplate: CloneTemplate,\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tspectator: Spectator,\r\n\trng: Rng,\r\n): SingleSimulationResult => {\r\n\tconst input: BgsBattleInfo = cloneTemplate();\r\n\t// The \"initial\" states are only read by a handful of cards (and mutated by some, like\r\n\t// San'layn Scribe), so we only pay for the second clone when they are actually accessed\r\n\tlet playerInitialState = null;\r\n\tlet opponentInitialState = null;\r\n\tconst buildInitialStates = () => {\r\n\t\tconst inputClone: BgsBattleInfo = cloneTemplate();\r\n\t\tplayerInitialState = {\r\n\t\t\tplayer: inputClone.playerBoard.player,\r\n\t\t\tboard: inputClone.playerBoard.board,\r\n\t\t\tteammate: inputClone.playerTeammateBoard,\r\n\t\t};\r\n\t\topponentInitialState = {\r\n\t\t\tplayer: inputClone.opponentBoard.player,\r\n\t\t\tboard: inputClone.opponentBoard.board,\r\n\t\t\tteammate: inputClone.opponentTeammateBoard,\r\n\t\t};\r\n\t};\r\n\tconst gameState: FullGameState = {\r\n\t\tallCards: cards,\r\n\t\tcardsData: cardsData,\r\n\t\tspectator: spectator,\r\n\t\tsharedState: new SharedState(rng),\r\n\t\tcurrentTurn: input.gameState.currentTurn,\r\n\t\tnumberOfPlayersAlive: input.gameState.numberOfPlayersAlive,\r\n\t\tapplyDamageCap: input.options?.applyDamageCap === true,\r\n\t\tapplyIceBlock: input.options?.applyIceBlock === true,\r\n\t\tvalidTribes: input.gameState.validTribes,\r\n\t\tanomalies: input.gameState.anomalies,\r\n\t\tgameState: {\r\n\t\t\tplayer: {\r\n\t\t\t\tplayer: input.playerBoard.player,\r\n\t\t\t\tboard: input.playerBoard.board,\r\n\t\t\t\tteammate: input.playerTeammateBoard,\r\n\t\t\t},\r\n\t\t\topponent: {\r\n\t\t\t\tplayer: input.opponentBoard.player,\r\n\t\t\t\tboard: input.opponentBoard.board,\r\n\t\t\t\tteammate: input.opponentTeammateBoard,\r\n\t\t\t},\r\n\t\t\tget playerInitial() {\r\n\t\t\t\tif (!playerInitialState) {\r\n\t\t\t\t\tbuildInitialStates();\r\n\t\t\t\t}\r\n\t\t\t\treturn playerInitialState;\r\n\t\t\t},\r\n\t\t\tget opponentInitial() {\r\n\t\t\t\tif (!opponentInitialState) {\r\n\t\t\t\t\tbuildInitialStates();\r\n\t\t\t\t}\r\n\t\t\t\treturn opponentInitialState;\r\n\t\t\t},\r\n\t\t},\r\n\t};\r\n\tconst simulator = new Simulator(gameState);\r\n\treturn simulator.simulateSingleBattle(gameState.gameState.player, gameState.gameState.opponent);\r\n};\r\n\r\nconst applyDebugStateFromInput = (battleInput: BgsBattleInfo) => {\r\n\tif (!battleInput.debugState) {\r\n\t\treturn;\r\n\t}\r\n\tdebugState.active = true;\r\n\tdebugState.forcedCurrentAttacker = battleInput.debugState.forcedCurrentAttacker;\r\n\tdebugState.forcedFaceOffBase = battleInput.debugState.forcedFaceOffBase.map((f) => ({\r\n\t\tattacker: { ...f.attacker },\r\n\t\tdefender: { ...f.defender },\r\n\t}));\r\n\tconst rawPicks = battleInput.debugState.forcedRandomPicks ?? [];\r\n\tdebugState.forcedRandomPicksBase = rawPicks.map((p) => ({\r\n\t\tsource: { ...p.source },\r\n\t\ttarget: { ...p.target },\r\n\t\t...(p.chosenCardId && { chosenCardId: p.chosenCardId }),\r\n\t}));\r\n};\r\n\r\nconst clearDebugStateFromInput = (battleInput: BgsBattleInfo) => {\r\n\tif (battleInput.debugState) {\r\n\t\tdebugState.active = false;\r\n\t}\r\n};\r\n\r\nconst updateSimulationResult = (simulationResult: SimulationResult, input: BgsBattleInfo, damageConfidence: number) => {\r\n\tconst totalMatches = simulationResult.won + simulationResult.tied + simulationResult.lost;\r\n\tsimulationResult.wonPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.won)) / totalMatches) / 10,\r\n\t\tsimulationResult.won,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.wonLethalPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10,\r\n\t\tsimulationResult.wonLethal,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.lostPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.lost)) / totalMatches) / 10,\r\n\t\tsimulationResult.lost,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.lostLethalPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10,\r\n\t\tsimulationResult.lostLethal,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.tiedPercent = checkRounding(\r\n\t\tMath.max(0, 100 - simulationResult.lostPercent - simulationResult.wonPercent),\r\n\t\tsimulationResult.tied,\r\n\t\ttotalMatches,\r\n\t);\r\n\r\n\t// simulationResult.wonLethalPercent = Math.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10;\r\n\t// simulationResult.lostLethalPercent = Math.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10;\r\n\tconst totalDamageWon = simulationResult.damageWons.reduce((a, b) => a + b, 0);\r\n\tconst totalDamageLost = simulationResult.damageLosts.reduce((a, b) => a + b, 0);\r\n\tconst damageWonRange = calculateDamageRange(simulationResult.damageWons, damageConfidence);\r\n\tconst damageLostRange = calculateDamageRange(simulationResult.damageLosts, damageConfidence);\r\n\tsimulationResult.averageDamageWon = simulationResult.won ? totalDamageWon / simulationResult.won : 0;\r\n\tsimulationResult.averageDamageLost = simulationResult.lost ? totalDamageLost / simulationResult.lost : 0;\r\n\tsimulationResult.damageWonRange = simulationResult.won ? damageWonRange : null;\r\n\tsimulationResult.damageLostRange = simulationResult.lost ? damageLostRange : null;\r\n\r\n\tif (\r\n\t\tsimulationResult.averageDamageWon > 0 &&\r\n\t\tsimulationResult.averageDamageWon < input.playerBoard.player.tavernTier\r\n\t) {\r\n\t\tconsole.warn('average damage won issue');\r\n\t}\r\n\tif (\r\n\t\tsimulationResult.averageDamageLost > 0 &&\r\n\t\tsimulationResult.averageDamageLost < input.opponentBoard.player.tavernTier\r\n\t) {\r\n\t\tconsole.warn('average damage lost issue');\r\n\t}\r\n};\r\n\r\nconst calculateDamageRange = (damageArray: number[], damageConfidence: number): { min: number; max: number } => {\r\n\tif (damageArray.length === 0) {\r\n\t\treturn { min: 0, max: 0 };\r\n\t}\r\n\r\n\t// Sort the array\r\n\tconst sortedDamage = [...damageArray].sort((a, b) => a - b);\r\n\r\n\t// Calculate the 10th and 90th percentiles\r\n\tconst percentile = (arr: number[], p: number) => {\r\n\t\tconst index = Math.floor(p * arr.length);\r\n\t\treturn arr[index];\r\n\t};\r\n\r\n\tconst minDamage = percentile(sortedDamage, 1 - damageConfidence);\r\n\tconst maxDamage = percentile(sortedDamage, damageConfidence);\r\n\r\n\treturn { min: minDamage, max: maxDamage };\r\n};\r\n\r\nconst checkRounding = (roundedValue: number, initialValue: number, totalValue: number): number => {\r\n\tif (roundedValue === 0 && initialValue !== 0) {\r\n\t\treturn 0.01;\r\n\t}\r\n\tif (roundedValue === 100 && initialValue !== totalValue) {\r\n\t\treturn 99.9;\r\n\t}\r\n\treturn roundedValue;\r\n};\r\n\r\n// const cleanEnchantmentsForEntity = (\r\n// \tenchantments: { cardId: string; originEntityId?: number; timing: number }[],\r\n// \tentityIds: readonly number[],\r\n// ): { cardId: string; originEntityId?: number; timing: number }[] => {\r\n// \treturn enchantments.filter(\r\n// \t\t(enchant) =>\r\n// \t\t\tentityIds.indexOf(enchant.originEntityId) !== -1 ||\r\n// \t\t\tvalidEnchantments.indexOf(enchant.cardId as CardIds) !== -1,\r\n// \t);\r\n// };\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService } from '@firestone-hs/reference-data';\r\nimport { BgsBattleInfo } from './bgs-battle-info';\r\nimport { CardsData } from './cards/cards-data';\r\nimport { debugState } from './debug-state';\r\nimport { buildTemplateCloner, cloneInput3 } from './input-clone';\r\nimport { buildFinalInput } from './input-sanitation';\r\nimport { createSeededRng, defaultRng, Rng, withRng } from './services/rng';\r\nimport { SimulationResult } from './simulation-result';\r\nimport { SingleSimulationResult } from './single-simulation-result';\r\nimport { FullGameState } from './simulation/internal-game-state';\r\nimport { SharedState } from './simulation/shared-state';\r\nimport { Simulator } from './simulation/simulator';\r\nimport { Spectator, noopSpectator } from './simulation/spectator/spectator';\r\nimport {\r\n\tcombatProfileAdd,\r\n\tcombatProfileEnabled,\r\n\tcombatProfileTickFight,\r\n} from './simulation/combat-profile';\r\nimport { sleep } from './services/utils';\r\n\r\nexport { isValidDeathrattleEnchantment } from './simulation/deathrattle-utils';\r\nexport { createSeededRng, defaultRng, getActiveRng, random, withRng } from './services/rng';\r\nexport type { Rng } from './services/rng';\r\n/** Tavern Activate / Hand of Deios-style Rally triggers (requires a combat FullGameState). */\r\nexport { triggerRally } from './mechanics/rally';\r\nexport { hasRally } from './cards/card.interface';\r\nexport type { RallyCard } from './cards/card.interface';\r\nexport type { OnAttackInput } from './simulation/on-attack';\r\n/** Tavern / Hand of Deios-style Battlecry re-triggers. */\r\nexport { triggerBattlecry } from './simulation/battlecries';\r\n/** Full attack resolution (on-attack, damage, after-attack, deaths) for tavern attacks e.g. Fishbait. */\r\nexport { doFullAttack } from './simulation/attack';\r\nexport { applyOnAttackEffects } from './simulation/on-attack';\r\n\r\n// Cap for the post-hoc outcome sample capture phase: rare outcomes (e.g. a 0.1% tie\r\n// chance) might never show up again when re-simulating, so we stop hunting after this\r\n// many extra battles\r\nconst MAX_SAMPLE_RESIMS = 500;\r\nconst CARDS_LOAD_ATTEMPTS = 3;\r\n\r\nlet globalCards = new AllCardsService();\r\n/** In-flight / completed cards init for this warm container (avoids re-fetch per invoke). */\r\nlet cardsInitPromise: Promise<boolean> | null = null;\r\n\r\n/** `getCards()` materializes the full DB (~14ms). Validate once per instance. */\r\nconst verifiedCardDbs = new WeakSet<object>();\r\n\r\nconst hasLoadedCards = (cards: AllCardsService | null | undefined): boolean => {\r\n\tif (!cards) {\r\n\t\treturn false;\r\n\t}\r\n\tif (verifiedCardDbs.has(cards as object)) {\r\n\t\treturn true;\r\n\t}\r\n\t// Prefer a single-card lookup. getCards() copies the whole DB (~14ms).\r\n\tconst probe = cards.getCard?.('CS2_122');\r\n\tif (probe?.id) {\r\n\t\tverifiedCardDbs.add(cards as object);\r\n\t\treturn true;\r\n\t}\r\n\tconst loaded = !!cards.getCards?.()?.length;\r\n\tif (loaded) {\r\n\t\tverifiedCardDbs.add(cards as object);\r\n\t}\r\n\treturn loaded;\r\n};\r\n\r\nconst loadCardsWithRetry = async (cards: AllCardsService): Promise<boolean> => {\r\n\tfor (let attempt = 1; attempt <= CARDS_LOAD_ATTEMPTS; attempt++) {\r\n\t\ttry {\r\n\t\t\tawait cards.initializeCardsDb();\r\n\t\t\tif (hasLoadedCards(cards)) {\r\n\t\t\t\treturn true;\r\n\t\t\t}\r\n\t\t\tconsole.warn('[simulate-bgs-battle] cards still empty after initializeCardsDb', attempt);\r\n\t\t} catch (e) {\r\n\t\t\tconsole.warn('[simulate-bgs-battle] cards load attempt failed', attempt, e);\r\n\t\t}\r\n\t\tif (attempt < CARDS_LOAD_ATTEMPTS) {\r\n\t\t\tawait sleep(250 * attempt);\r\n\t\t}\r\n\t}\r\n\treturn false;\r\n};\r\n\r\n/**\r\n * Load reference cards once per warm container. Retries transient CDN/fetch failures.\r\n * Returns false when cards could not be loaded after retries.\r\n */\r\nexport const ensureCardsLoaded = async (cards: AllCardsService = globalCards): Promise<boolean> => {\r\n\tif (hasLoadedCards(cards)) {\r\n\t\treturn true;\r\n\t}\r\n\tif (!cardsInitPromise) {\r\n\t\tcardsInitPromise = loadCardsWithRetry(cards).then((ok) => {\r\n\t\t\tif (!ok) {\r\n\t\t\t\t// Allow the next invoke to retry after a hard failure.\r\n\t\t\t\tcardsInitPromise = null;\r\n\t\t\t}\r\n\t\t\treturn ok;\r\n\t\t});\r\n\t}\r\n\treturn cardsInitPromise;\r\n};\r\n\r\nexport const assignCards = (cards: AllCardsService) => {\r\n\tglobalCards = cards;\r\n\tcardsInitPromise = hasLoadedCards(cards) ? Promise.resolve(true) : null;\r\n};\r\n\r\nexport interface SimulateSingleCombatOptions {\r\n\t/** If set, creates a Mulberry32 RNG from this seed. Ignored when `rng` is provided. */\r\n\treadonly seed?: number;\r\n\t/** Explicit RNG instance. Takes precedence over `seed`. */\r\n\treadonly rng?: Rng;\r\n\t/** When true, records spectator actions (slower). Default false. */\r\n\treadonly includeSpectator?: boolean;\r\n}\r\n\r\n/**\r\n * Run exactly one combat with a deterministic (or default) RNG.\r\n * Intended for the full-game / self-play env — not for Firestone win% Monte Carlo.\r\n */\r\nexport const simulateSingleCombat = (\r\n\tbattleInput: BgsBattleInfo,\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\toptions: SimulateSingleCombatOptions = {},\r\n): SingleSimulationResult => {\r\n\tconst profile = combatProfileEnabled();\r\n\tconst getCardsT0 = profile ? performance.now() : 0;\r\n\tif (!hasLoadedCards(cards)) {\r\n\t\tconsole.error('[simulate-bgs-battle] reference cards are empty, cannot simulate combat', cards);\r\n\t\treturn null;\r\n\t}\r\n\tif (profile) {\r\n\t\tcombatProfileAdd('getCardsMs', performance.now() - getCardsT0);\r\n\t}\r\n\r\n\tconst rng = options.rng ?? (options.seed !== undefined ? createSeededRng(options.seed) : defaultRng);\r\n\tconst includeSpectator = options.includeSpectator ?? false;\r\n\r\n\tapplyDebugStateFromInput(battleInput);\r\n\ttry {\r\n\t\tconst buildT0 = profile ? performance.now() : 0;\r\n\t\tconst inputReady = buildFinalInput(battleInput, cards, cardsData);\r\n\t\tif (profile) {\r\n\t\t\tcombatProfileAdd('buildFinalInputMs', performance.now() - buildT0);\r\n\t\t}\r\n\t\t// One fight: cloneInput3 per use (battle + optional initial-state snapshot).\r\n\t\t// Firestone Monte Carlo keeps buildTemplateCloner for 8000 sims.\r\n\t\tconst cloneTemplate = () => {\r\n\t\t\tconst cloneT0 = profile ? performance.now() : 0;\r\n\t\t\tconst cloned = cloneInput3(inputReady);\r\n\t\t\tif (profile) {\r\n\t\t\t\tcombatProfileAdd('cloneMs', performance.now() - cloneT0);\r\n\t\t\t}\r\n\t\t\treturn cloned;\r\n\t\t};\r\n\t\tconst spectator = includeSpectator ? new Spectator(true) : noopSpectator;\r\n\t\tif (includeSpectator) {\r\n\t\t\tspectator.startRecording();\r\n\t\t}\r\n\t\tconst runT0 = profile ? performance.now() : 0;\r\n\t\tconst result = withRng(rng, () => runSingleBattle(cloneTemplate, cards, cardsData, spectator, rng));\r\n\t\tif (profile) {\r\n\t\t\tcombatProfileAdd('runBattleMs', performance.now() - runT0);\r\n\t\t\tcombatProfileTickFight();\r\n\t\t}\r\n\t\treturn result;\r\n\t} finally {\r\n\t\tclearDebugStateFromInput(battleInput);\r\n\t}\r\n};\r\n\r\n// This example demonstrates a NodeJS 8.10 async handler[1], however of course you could use\r\n// the more traditional callback-style handler.\r\n// [1]: https://aws.amazon.com/blogs/compute/node-js-8-10-runtime-now-available-in-aws-lambda/\r\nexport default async (event): Promise<any> => {\r\n\tif (!event.body?.length) {\r\n\t\tconsole.warn('missing event body', event);\r\n\t\treturn {\r\n\t\t\tstatusCode: 400,\r\n\t\t\tisBase64Encoded: false,\r\n\t\t\tbody: null,\r\n\t\t};\r\n\t}\r\n\r\n\tconst battleInput: BgsBattleInfo = JSON.parse(event.body);\r\n\tconst cards = globalCards;\r\n\tconst cardsLoaded = await ensureCardsLoaded(cards);\r\n\tif (!cardsLoaded) {\r\n\t\tconsole.error('[simulate-bgs-battle] failed to load reference cards after retries');\r\n\t\treturn {\r\n\t\t\tstatusCode: 503,\r\n\t\t\tisBase64Encoded: false,\r\n\t\t\tbody: JSON.stringify({ error: 'cards_unavailable' }),\r\n\t\t};\r\n\t}\r\n\tconst cardsData = new CardsData(cards, false);\r\n\tcardsData.inititialize(\r\n\t\tbattleInput.gameState?.validTribes ?? battleInput.options?.validTribes,\r\n\t\tbattleInput.gameState?.anomalies ?? [],\r\n\t);\r\n\tconst battleIterator = simulateBattle(battleInput, cards, cardsData);\r\n\r\n\t// Iterate through all intermediate results to reach the final result\r\n\tlet result = battleIterator.next();\r\n\twhile (!result.done) {\r\n\t\tresult = battleIterator.next();\r\n\t}\r\n\r\n\tconst simulationResult = result.value;\r\n\t// console.debug('simulationResult', simulationResult);\r\n\r\n\tconst response = {\r\n\t\tstatusCode: 200,\r\n\t\tisBase64Encoded: false,\r\n\t\tbody: JSON.stringify(simulationResult),\r\n\t};\r\n\treturn response;\r\n};\r\n\r\nexport const simulateBattle = function* (\r\n\tbattleInput: BgsBattleInfo,\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n): Generator<SimulationResult, SimulationResult, void> {\r\n\tif (!hasLoadedCards(cards)) {\r\n\t\tconsole.error('[simulate-bgs-battle] reference cards are empty, cannot simulate battle', cards);\r\n\t\treturn null;\r\n\t}\r\n\t// !battleInput.options?.skipInfoLogs && console.time('full-sim');\r\n\tconst start = Date.now();\r\n\tconst maxAcceptableDuration = battleInput.options?.maxAcceptableDuration || 8000;\r\n\tconst hideMaxSimulationDurationWarning = battleInput.options?.hideMaxSimulationDurationWarning ?? false;\r\n\tconst numberOfSimulations = battleInput.options?.numberOfSimulations || 8000;\r\n\tconst intermediateSteps = battleInput.options?.intermediateResults ?? 200;\r\n\tconst damageConfidence = battleInput.options?.damageConfidence ?? 0.9;\r\n\tconst includeOutcomeSamples = battleInput.options?.includeOutcomeSamples ?? true;\r\n\tconst simulationResult: SimulationResult = {\r\n\t\twonLethal: 0,\r\n\t\twon: 0,\r\n\t\ttied: 0,\r\n\t\tlost: 0,\r\n\t\tlostLethal: 0,\r\n\t\tdamageWons: [],\r\n\t\tdamageWon: 0,\r\n\t\tdamageWonRange: null,\r\n\t\tdamageLosts: [],\r\n\t\tdamageLost: 0,\r\n\t\tdamageLostRange: null,\r\n\t\twonLethalPercent: undefined,\r\n\t\twonPercent: undefined,\r\n\t\ttiedPercent: undefined,\r\n\t\tlostPercent: undefined,\r\n\t\tlostLethalPercent: undefined,\r\n\t\taverageDamageWon: undefined,\r\n\t\taverageDamageLost: undefined,\r\n\t};\r\n\r\n\tconst spectator = new Spectator(includeOutcomeSamples);\r\n\tconst inputReady = buildFinalInput(battleInput, cards, cardsData);\r\n\r\n\tapplyDebugStateFromInput(battleInput);\r\n\r\n\t// cloneInput3 normalizes the input (sorted secrets, reset pendingAttackBuffs, etc.).\r\n\t// The compiled cloner re-materializes that normalized shape as an object literal, which is\r\n\t// faster than JSON.parse of a template string (~0.02ms vs ~0.12ms per clone on a 7v7\r\n\t// board), which was itself faster than generic recursive cloners (~0.19-0.23ms) and\r\n\t// structuredClone (~0.46ms)\r\n\tconst cloneTemplate = buildTemplateCloner(cloneInput3(inputReady));\r\n\r\n\tconst runOne = () => runSingleBattle(cloneTemplate, cards, cardsData, spectator, defaultRng);\r\n\r\n\ttry {\r\n\t\t!battleInput.options?.skipInfoLogs && console.time('simulation');\r\n\t\tconst outcomes = {};\r\n\t\tfor (let i = 0; i < numberOfSimulations; i++) {\r\n\t\t\tconst battleResult = runOne();\r\n\t\t\tif (!battleResult) {\r\n\t\t\t\tcontinue;\r\n\t\t\t}\r\n\t\t\tif (battleResult.result === 'won') {\r\n\t\t\t\tsimulationResult.won++;\r\n\t\t\t\tsimulationResult.damageWon += battleResult.damageDealt;\r\n\t\t\t\tsimulationResult.damageWons.push(battleResult.damageDealt);\r\n\t\t\t\tif (battleResult.damageDealt >= battleInput.opponentBoard.player.hpLeft) {\r\n\t\t\t\t\tsimulationResult.wonLethal++;\r\n\t\t\t\t}\r\n\t\t\t} else if (battleResult.result === 'lost') {\r\n\t\t\t\tsimulationResult.lost++;\r\n\t\t\t\tsimulationResult.damageLost += battleResult.damageDealt;\r\n\t\t\t\tsimulationResult.damageLosts.push(battleResult.damageDealt);\r\n\t\t\t\toutcomes[battleResult.damageDealt] = (outcomes[battleResult.damageDealt] ?? 0) + 1;\r\n\t\t\t\tif (\r\n\t\t\t\t\tbattleInput.playerBoard.player.hpLeft &&\r\n\t\t\t\t\tbattleResult.damageDealt >= battleInput.playerBoard.player.hpLeft\r\n\t\t\t\t) {\r\n\t\t\t\t\tsimulationResult.lostLethal++;\r\n\t\t\t\t}\r\n\t\t\t} else if (battleResult.result === 'tied') {\r\n\t\t\t\tsimulationResult.tied++;\r\n\t\t\t}\r\n\r\n\t\t\tif (Date.now() - start > maxAcceptableDuration && !hideMaxSimulationDurationWarning) {\r\n\t\t\t\t// Can happen in case of inifinite boards, or a bug. Don't hog the user's computer in that case\r\n\t\t\t\tconsole.warn('Stopping simulation after', i, 'iterations and ', Date.now() - start, 'ms');\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\r\n\t\t\t// Yield intermediate result every 200 iterations\r\n\t\t\tif (!!intermediateSteps && i > 0 && i % intermediateSteps === 0) {\r\n\t\t\t\tupdateSimulationResult(simulationResult, inputReady, damageConfidence);\r\n\t\t\t\tyield simulationResult;\r\n\t\t\t}\r\n\t\t}\r\n\t\tupdateSimulationResult(simulationResult, inputReady, damageConfidence);\r\n\t\t!battleInput.options?.skipInfoLogs && console.timeEnd('simulation');\r\n\r\n\t\t// Capture outcome samples post-hoc: re-run a few battles with action recording turned\r\n\t\t// on, until each outcome that actually occurred has a sample. This is much cheaper\r\n\t\t// than recording during the main loop, where almost all recorded actions get discarded.\r\n\t\t// This phase intentionally ignores maxAcceptableDuration: when the main loop was cut\r\n\t\t// short by the time budget, we would otherwise end up with no samples at all.\r\n\t\tif (includeOutcomeSamples) {\r\n\t\t\tconst neededOutcomes: ('won' | 'lost' | 'tied')[] = [];\r\n\t\t\tsimulationResult.won > 0 && neededOutcomes.push('won');\r\n\t\t\tsimulationResult.lost > 0 && neededOutcomes.push('lost');\r\n\t\t\tsimulationResult.tied > 0 && neededOutcomes.push('tied');\r\n\t\t\tconst missingOutcomes = new Set(neededOutcomes);\r\n\t\t\tif (missingOutcomes.size > 0) {\r\n\t\t\t\tspectator.startRecording();\r\n\t\t\t\tfor (let i = 0; i < MAX_SAMPLE_RESIMS && missingOutcomes.size > 0; i++) {\r\n\t\t\t\t\tconst battleResult = runOne();\r\n\t\t\t\t\tif (!battleResult?.result) {\r\n\t\t\t\t\t\tcontinue;\r\n\t\t\t\t\t}\r\n\t\t\t\t\tspectator.commitBattleResult(battleResult.result);\r\n\t\t\t\t\tif (spectator.hasSampleFor(battleResult.result)) {\r\n\t\t\t\t\t\tmissingOutcomes.delete(battleResult.result);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tspectator.stopRecording();\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tspectator.prune();\r\n\t\tsimulationResult.outcomeSamples = spectator.buildOutcomeSamples(battleInput.gameState);\r\n\t\t// Avoid sending this verbose data\r\n\r\n\t\tsimulationResult.damageWons = [];\r\n\t\tsimulationResult.damageLosts = [];\r\n\t\t// !battleInput.options?.skipInfoLogs && console.timeEnd('full-sim');\r\n\t\treturn simulationResult;\r\n\t} finally {\r\n\t\tclearDebugStateFromInput(battleInput);\r\n\t}\r\n};\r\n\r\ntype CloneTemplate = () => BgsBattleInfo;\r\n\r\nconst runSingleBattle = (\r\n\tcloneTemplate: CloneTemplate,\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tspectator: Spectator,\r\n\trng: Rng,\r\n): SingleSimulationResult => {\r\n\tconst input: BgsBattleInfo = cloneTemplate();\r\n\t// The \"initial\" states are only read by a handful of cards (and mutated by some, like\r\n\t// San'layn Scribe), so we only pay for the second clone when they are actually accessed\r\n\tlet playerInitialState = null;\r\n\tlet opponentInitialState = null;\r\n\tconst buildInitialStates = () => {\r\n\t\tconst inputClone: BgsBattleInfo = cloneTemplate();\r\n\t\tplayerInitialState = {\r\n\t\t\tplayer: inputClone.playerBoard.player,\r\n\t\t\tboard: inputClone.playerBoard.board,\r\n\t\t\tteammate: inputClone.playerTeammateBoard,\r\n\t\t};\r\n\t\topponentInitialState = {\r\n\t\t\tplayer: inputClone.opponentBoard.player,\r\n\t\t\tboard: inputClone.opponentBoard.board,\r\n\t\t\tteammate: inputClone.opponentTeammateBoard,\r\n\t\t};\r\n\t};\r\n\tconst gameState: FullGameState = {\r\n\t\tallCards: cards,\r\n\t\tcardsData: cardsData,\r\n\t\tspectator: spectator,\r\n\t\tsharedState: new SharedState(rng),\r\n\t\tcurrentTurn: input.gameState.currentTurn,\r\n\t\tnumberOfPlayersAlive: input.gameState.numberOfPlayersAlive,\r\n\t\tapplyDamageCap: input.options?.applyDamageCap === true,\r\n\t\tapplyIceBlock: input.options?.applyIceBlock === true,\r\n\t\tisDuos: !!input.playerTeammateBoard || !!input.opponentTeammateBoard,\r\n\t\tvalidTribes: input.gameState.validTribes,\r\n\t\tanomalies: input.gameState.anomalies,\r\n\t\tgameState: {\r\n\t\t\tplayer: {\r\n\t\t\t\tplayer: input.playerBoard.player,\r\n\t\t\t\tboard: input.playerBoard.board,\r\n\t\t\t\tteammate: input.playerTeammateBoard,\r\n\t\t\t},\r\n\t\t\topponent: {\r\n\t\t\t\tplayer: input.opponentBoard.player,\r\n\t\t\t\tboard: input.opponentBoard.board,\r\n\t\t\t\tteammate: input.opponentTeammateBoard,\r\n\t\t\t},\r\n\t\t\tget playerInitial() {\r\n\t\t\t\tif (!playerInitialState) {\r\n\t\t\t\t\tbuildInitialStates();\r\n\t\t\t\t}\r\n\t\t\t\treturn playerInitialState;\r\n\t\t\t},\r\n\t\t\tget opponentInitial() {\r\n\t\t\t\tif (!opponentInitialState) {\r\n\t\t\t\t\tbuildInitialStates();\r\n\t\t\t\t}\r\n\t\t\t\treturn opponentInitialState;\r\n\t\t\t},\r\n\t\t},\r\n\t};\r\n\tconst simulator = new Simulator(gameState);\r\n\treturn simulator.simulateSingleBattle(gameState.gameState.player, gameState.gameState.opponent);\r\n};\r\n\r\nconst applyDebugStateFromInput = (battleInput: BgsBattleInfo) => {\r\n\tif (!battleInput.debugState) {\r\n\t\treturn;\r\n\t}\r\n\tdebugState.active = true;\r\n\tdebugState.forcedCurrentAttacker = battleInput.debugState.forcedCurrentAttacker;\r\n\tdebugState.forcedFaceOffBase = battleInput.debugState.forcedFaceOffBase.map((f) => ({\r\n\t\tattacker: { ...f.attacker },\r\n\t\tdefender: { ...f.defender },\r\n\t}));\r\n\tconst rawPicks = battleInput.debugState.forcedRandomPicks ?? [];\r\n\tdebugState.forcedRandomPicksBase = rawPicks.map((p) => ({\r\n\t\tsource: { ...p.source },\r\n\t\ttarget: { ...p.target },\r\n\t\t...(p.chosenCardId && { chosenCardId: p.chosenCardId }),\r\n\t}));\r\n};\r\n\r\nconst clearDebugStateFromInput = (battleInput: BgsBattleInfo) => {\r\n\tif (battleInput.debugState) {\r\n\t\tdebugState.active = false;\r\n\t}\r\n};\r\n\r\nconst updateSimulationResult = (simulationResult: SimulationResult, input: BgsBattleInfo, damageConfidence: number) => {\r\n\tconst totalMatches = simulationResult.won + simulationResult.tied + simulationResult.lost;\r\n\tsimulationResult.wonPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.won)) / totalMatches) / 10,\r\n\t\tsimulationResult.won,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.wonLethalPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10,\r\n\t\tsimulationResult.wonLethal,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.lostPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.lost)) / totalMatches) / 10,\r\n\t\tsimulationResult.lost,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.lostLethalPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10,\r\n\t\tsimulationResult.lostLethal,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.tiedPercent = checkRounding(\r\n\t\tMath.max(0, 100 - simulationResult.lostPercent - simulationResult.wonPercent),\r\n\t\tsimulationResult.tied,\r\n\t\ttotalMatches,\r\n\t);\r\n\r\n\t// simulationResult.wonLethalPercent = Math.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10;\r\n\t// simulationResult.lostLethalPercent = Math.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10;\r\n\tconst totalDamageWon = simulationResult.damageWons.reduce((a, b) => a + b, 0);\r\n\tconst totalDamageLost = simulationResult.damageLosts.reduce((a, b) => a + b, 0);\r\n\tconst damageWonRange = calculateDamageRange(simulationResult.damageWons, damageConfidence);\r\n\tconst damageLostRange = calculateDamageRange(simulationResult.damageLosts, damageConfidence);\r\n\tsimulationResult.averageDamageWon = simulationResult.won ? totalDamageWon / simulationResult.won : 0;\r\n\tsimulationResult.averageDamageLost = simulationResult.lost ? totalDamageLost / simulationResult.lost : 0;\r\n\tsimulationResult.damageWonRange = simulationResult.won ? damageWonRange : null;\r\n\tsimulationResult.damageLostRange = simulationResult.lost ? damageLostRange : null;\r\n\r\n\tif (\r\n\t\tsimulationResult.averageDamageWon > 0 &&\r\n\t\tsimulationResult.averageDamageWon < input.playerBoard.player.tavernTier\r\n\t) {\r\n\t\tconsole.warn('average damage won issue');\r\n\t}\r\n\tif (\r\n\t\tsimulationResult.averageDamageLost > 0 &&\r\n\t\tsimulationResult.averageDamageLost < input.opponentBoard.player.tavernTier\r\n\t) {\r\n\t\tconsole.warn('average damage lost issue');\r\n\t}\r\n};\r\n\r\nconst calculateDamageRange = (damageArray: number[], damageConfidence: number): { min: number; max: number } => {\r\n\tif (damageArray.length === 0) {\r\n\t\treturn { min: 0, max: 0 };\r\n\t}\r\n\r\n\t// Sort the array\r\n\tconst sortedDamage = [...damageArray].sort((a, b) => a - b);\r\n\r\n\t// Calculate the 10th and 90th percentiles\r\n\tconst percentile = (arr: number[], p: number) => {\r\n\t\tconst index = Math.floor(p * arr.length);\r\n\t\treturn arr[index];\r\n\t};\r\n\r\n\tconst minDamage = percentile(sortedDamage, 1 - damageConfidence);\r\n\tconst maxDamage = percentile(sortedDamage, damageConfidence);\r\n\r\n\treturn { min: minDamage, max: maxDamage };\r\n};\r\n\r\nconst checkRounding = (roundedValue: number, initialValue: number, totalValue: number): number => {\r\n\tif (roundedValue === 0 && initialValue !== 0) {\r\n\t\treturn 0.01;\r\n\t}\r\n\tif (roundedValue === 100 && initialValue !== totalValue) {\r\n\t\treturn 99.9;\r\n\t}\r\n\treturn roundedValue;\r\n};\r\n\r\n// const cleanEnchantmentsForEntity = (\r\n// \tenchantments: { cardId: string; originEntityId?: number; timing: number }[],\r\n// \tentityIds: readonly number[],\r\n// ): { cardId: string; originEntityId?: number; timing: number }[] => {\r\n// \treturn enchantments.filter(\r\n// \t\t(enchant) =>\r\n// \t\t\tentityIds.indexOf(enchant.originEntityId) !== -1 ||\r\n// \t\t\tvalidEnchantments.indexOf(enchant.cardId as CardIds) !== -1,\r\n// \t);\r\n// };\r\n"]}
@@ -2,7 +2,7 @@ import { BgsPlayerEntity } from '../bgs-player-entity';
2
2
  import { BoardEntity } from '../board-entity';
3
3
  import { FullGameState } from './internal-game-state';
4
4
  export declare const applyAfterAttackEffects: (attackingEntity: BoardEntity, attackingBoard: BoardEntity[], attackingBoardHero: BgsPlayerEntity, defendingEntity: BoardEntity, defendingBoard: BoardEntity[], defendingBoardHero: BgsPlayerEntity, damageDoneByAttacker: number, damageDoneByDefender: number, gameState: FullGameState) => void;
5
- export declare const applyAfterAttackTrinketsAndBoard: (attackingEntity: BoardEntity, attackingBoard: BoardEntity[], attackingBoardHero: BgsPlayerEntity, defendingEntity: BoardEntity, defendingBoard: BoardEntity[], defendingBoardHero: BgsPlayerEntity, damageDoneByAttacker: number, damageDoneByDefender: number, gameState: FullGameState) => void;
5
+ export declare const applyAfterAttackTrinkets: (attackingEntity: BoardEntity, attackingBoard: BoardEntity[], attackingBoardHero: BgsPlayerEntity, defendingEntity: BoardEntity, defendingBoard: BoardEntity[], defendingBoardHero: BgsPlayerEntity, damageDoneByAttacker: number, damageDoneByDefender: number, gameState: FullGameState) => void;
6
6
  export interface OnAfterAttackInput {
7
7
  attacker: BoardEntity;
8
8
  attackingHero: BgsPlayerEntity;
@@ -1,6 +1,6 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.applyAfterAttackTrinketsAndBoard = exports.applyAfterAttackEffects = void 0;
3
+ exports.applyAfterAttackTrinkets = exports.applyAfterAttackEffects = void 0;
4
4
  const card_interface_1 = require("../cards/card.interface");
5
5
  const _card_mappings_1 = require("../cards/impl/_card-mappings");
6
6
  const stealth_1 = require("../keywords/stealth");
@@ -10,6 +10,24 @@ const stats_1 = require("./stats");
10
10
  const applyAfterAttackEffects = (attackingEntity, attackingBoard, attackingBoardHero, defendingEntity, defendingBoard, defendingBoardHero, damageDoneByAttacker, damageDoneByDefender, gameState) => {
11
11
  var _a, _b;
12
12
  (0, stealth_1.updateStealth)(attackingEntity, false, attackingBoard, attackingBoardHero, defendingBoardHero, gameState);
13
+ for (const minion of attackingBoard) {
14
+ if (minion === attackingEntity) {
15
+ continue;
16
+ }
17
+ const afterAttackImpl = _card_mappings_1.cardMappings[minion.cardId];
18
+ if ((0, card_interface_1.hasAfterAnotherMinionAttacks)(afterAttackImpl)) {
19
+ afterAttackImpl.afterAnotherMinionAttacks(minion, {
20
+ attacker: attackingEntity,
21
+ attackingBoard: attackingBoard,
22
+ attackingHero: attackingBoardHero,
23
+ defendingEntity: defendingEntity,
24
+ defendingBoard: defendingBoard,
25
+ defendingHero: defendingBoardHero,
26
+ gameState: gameState,
27
+ playerIsFriendly: attackingBoardHero.friendly,
28
+ });
29
+ }
30
+ }
13
31
  if (attackingEntity.cardId === "BG26_RLK_117" ||
14
32
  attackingEntity.cardId === "BG26_RLK_117_G") {
15
33
  attackingEntity.definitelyDead = true;
@@ -34,7 +52,7 @@ const applyAfterAttackEffects = (attackingEntity, attackingBoard, attackingBoard
34
52
  (0, pending_effects_1.resolvePendingEffects)(attackingBoard, attackingBoardHero, defendingBoard, defendingBoardHero, gameState);
35
53
  };
36
54
  exports.applyAfterAttackEffects = applyAfterAttackEffects;
37
- const applyAfterAttackTrinketsAndBoard = (attackingEntity, attackingBoard, attackingBoardHero, defendingEntity, defendingBoard, defendingBoardHero, damageDoneByAttacker, damageDoneByDefender, gameState) => {
55
+ const applyAfterAttackTrinkets = (attackingEntity, attackingBoard, attackingBoardHero, defendingEntity, defendingBoard, defendingBoardHero, damageDoneByAttacker, damageDoneByDefender, gameState) => {
38
56
  var _a;
39
57
  const trinkets = (_a = attackingBoardHero.trinkets) !== null && _a !== void 0 ? _a : [];
40
58
  for (const trinket of trinkets) {
@@ -52,26 +70,8 @@ const applyAfterAttackTrinketsAndBoard = (attackingEntity, attackingBoard, attac
52
70
  });
53
71
  }
54
72
  }
55
- for (const minion of attackingBoard) {
56
- if (minion === attackingEntity) {
57
- continue;
58
- }
59
- const afterAttackImpl = _card_mappings_1.cardMappings[minion.cardId];
60
- if ((0, card_interface_1.hasAfterAnotherMinionAttacks)(afterAttackImpl)) {
61
- afterAttackImpl.afterAnotherMinionAttacks(minion, {
62
- attacker: attackingEntity,
63
- attackingBoard: attackingBoard,
64
- attackingHero: attackingBoardHero,
65
- defendingEntity: defendingEntity,
66
- defendingBoard: defendingBoard,
67
- defendingHero: defendingBoardHero,
68
- gameState: gameState,
69
- playerIsFriendly: attackingBoardHero.friendly,
70
- });
71
- }
72
- }
73
73
  };
74
- exports.applyAfterAttackTrinketsAndBoard = applyAfterAttackTrinketsAndBoard;
74
+ exports.applyAfterAttackTrinkets = applyAfterAttackTrinkets;
75
75
  const applyOnAttackQuest = (attackingEntity, attackingBoard, attackingBoardHero, gameState) => {
76
76
  var _a;
77
77
  const quests = (_a = attackingBoardHero.questEntities) !== null && _a !== void 0 ? _a : [];
@@ -1 +1 @@
1
- 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{ BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasAfterAnotherMinionAttacks } from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { updateStealth } from '../keywords/stealth';\r\nimport { CardIds } from '../services/card-ids';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { resolvePendingEffects } from './pending-effects';\r\nimport { onQuestProgressUpdated } from './quest';\r\nimport { modifyStats } from './stats';\r\n\r\nexport const applyAfterAttackEffects = (\r\n\tattackingEntity: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingEntity: BoardEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tdamageDoneByAttacker: number,\r\n\tdamageDoneByDefender: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// https://replays.firestoneapp.com/?reviewId=9c3ba0f2-d049-4f79-8ec2-7b20ec8d0f68&turn=11&action=5\r\n\t// It looks like Stealth is removed only once the damage is dealt?\r\n\tupdateStealth(attackingEntity, false, attackingBoard, attackingBoardHero, defendingBoardHero, gameState);\r\n\r\n\tif (\r\n\t\tattackingEntity.cardId === CardIds.IncorporealCorporal_BG26_RLK_117 ||\r\n\t\tattackingEntity.cardId === CardIds.IncorporealCorporal_BG26_RLK_117_G\r\n\t) {\r\n\t\tattackingEntity.definitelyDead = true;\r\n\t}\r\n\t// Putricide-only\r\n\telse if (attackingEntity.additionalCards?.includes(CardIds.IncorporealCorporal_BG26_RLK_117)) {\r\n\t\tattackingEntity.definitelyDead = true;\r\n\t}\r\n\r\n\tattackingBoard\r\n\t\t.filter((e) => e.additionalCards?.includes(CardIds.FesterootHulk_BG_GIL_655))\r\n\t\t.forEach((e) => {\r\n\t\t\tmodifyStats(e, e, 1, 0, attackingBoard, attackingBoardHero, gameState);\r\n\t\t});\r\n\r\n\tlet secretTriggered = null;\r\n\tif (\r\n\t\t(secretTriggered = defendingBoardHero.secrets?.find(\r\n\t\t\t(secret) => !secret.triggered && secret?.cardId === CardIds.Reckoning_TB_Bacon_Secrets_14,\r\n\t\t)) != null\r\n\t) {\r\n\t\t// console.log('triggering secret?', damageDoneByAttacker, stringifySimpleCard(attackingEntity, allCards));\r\n\t\tif (damageDoneByAttacker >= 3 && !(attackingEntity.health <= 0 || attackingEntity.definitelyDead)) {\r\n\t\t\tsecretTriggered.triggered = true;\r\n\t\t\tattackingEntity.definitelyDead = true;\r\n\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\tsecretTriggered,\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\r\n\tapplyOnAttackQuest(attackingEntity, attackingBoard, attackingBoardHero, gameState);\r\n\r\n\tresolvePendingEffects(attackingBoard, attackingBoardHero, defendingBoard, defendingBoardHero, gameState);\r\n};\r\n\r\nexport const applyAfterAttackTrinketsAndBoard = (\r\n\tattackingEntity: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingEntity: BoardEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tdamageDoneByAttacker: number,\r\n\tdamageDoneByDefender: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst trinkets = attackingBoardHero.trinkets ?? [];\r\n\tfor (const trinket of trinkets) {\r\n\t\tconst afterAttackImpl = cardMappings[trinket.cardId];\r\n\t\tif (hasAfterAnotherMinionAttacks(afterAttackImpl)) {\r\n\t\t\tafterAttackImpl.afterAnotherMinionAttacks(trinket, {\r\n\t\t\t\tattacker: attackingEntity,\r\n\t\t\t\tattackingBoard: attackingBoard,\r\n\t\t\t\tattackingHero: attackingBoardHero,\r\n\t\t\t\tdefendingEntity: defendingEntity,\r\n\t\t\t\tdefendingBoard: defendingBoard,\r\n\t\t\t\tdefendingHero: defendingBoardHero,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t\tplayerIsFriendly: attackingBoardHero.friendly,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\tfor (const minion of attackingBoard) {\r\n\t\tif (minion === attackingEntity) {\r\n\t\t\tcontinue;\r\n\t\t}\r\n\t\tconst afterAttackImpl = cardMappings[minion.cardId];\r\n\t\tif (hasAfterAnotherMinionAttacks(afterAttackImpl)) {\r\n\t\t\tafterAttackImpl.afterAnotherMinionAttacks(minion, {\r\n\t\t\t\tattacker: attackingEntity,\r\n\t\t\t\tattackingBoard: attackingBoard,\r\n\t\t\t\tattackingHero: attackingBoardHero,\r\n\t\t\t\tdefendingEntity: defendingEntity,\r\n\t\t\t\tdefendingBoard: defendingBoard,\r\n\t\t\t\tdefendingHero: defendingBoardHero,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t\tplayerIsFriendly: attackingBoardHero.friendly,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyOnAttackQuest = (\r\n\tattackingEntity: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst quests = attackingBoardHero.questEntities ?? [];\r\n\tfor (const quest of quests) {\r\n\t\tswitch (quest.CardId) {\r\n\t\t\tcase CardIds.CrackTheCase:\r\n\t\t\t\tonQuestProgressUpdated(attackingBoardHero, quest, attackingBoard, gameState);\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport interface OnAfterAttackInput {\r\n\tattacker: BoardEntity;\r\n\tattackingHero: BgsPlayerEntity;\r\n\tattackingBoard: BoardEntity[];\r\n\tdefendingEntity: BoardEntity;\r\n\tdefendingBoard: BoardEntity[];\r\n\tdefendingHero: BgsPlayerEntity;\r\n\tgameState: FullGameState;\r\n\tplayerIsFriendly: boolean;\r\n}\r\n"]}
1
+ 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{ BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasAfterAnotherMinionAttacks } from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { updateStealth } from '../keywords/stealth';\r\nimport { CardIds } from '../services/card-ids';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { resolvePendingEffects } from './pending-effects';\r\nimport { onQuestProgressUpdated } from './quest';\r\nimport { modifyStats } from './stats';\r\n\r\nexport const applyAfterAttackEffects = (\r\n\tattackingEntity: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingEntity: BoardEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tdamageDoneByAttacker: number,\r\n\tdamageDoneByDefender: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// https://replays.firestoneapp.com/?reviewId=9c3ba0f2-d049-4f79-8ec2-7b20ec8d0f68&turn=11&action=5\r\n\t// It looks like Stealth is removed only once the damage is dealt?\r\n\tupdateStealth(attackingEntity, false, attackingBoard, attackingBoardHero, defendingBoardHero, gameState);\r\n\r\n\tfor (const minion of attackingBoard) {\r\n\t\tif (minion === attackingEntity) {\r\n\t\t\tcontinue;\r\n\t\t}\r\n\t\tconst afterAttackImpl = cardMappings[minion.cardId];\r\n\t\tif (hasAfterAnotherMinionAttacks(afterAttackImpl)) {\r\n\t\t\tafterAttackImpl.afterAnotherMinionAttacks(minion, {\r\n\t\t\t\tattacker: attackingEntity,\r\n\t\t\t\tattackingBoard: attackingBoard,\r\n\t\t\t\tattackingHero: attackingBoardHero,\r\n\t\t\t\tdefendingEntity: defendingEntity,\r\n\t\t\t\tdefendingBoard: defendingBoard,\r\n\t\t\t\tdefendingHero: defendingBoardHero,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t\tplayerIsFriendly: attackingBoardHero.friendly,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\r\n\tif (\r\n\t\tattackingEntity.cardId === CardIds.IncorporealCorporal_BG26_RLK_117 ||\r\n\t\tattackingEntity.cardId === CardIds.IncorporealCorporal_BG26_RLK_117_G\r\n\t) {\r\n\t\tattackingEntity.definitelyDead = true;\r\n\t}\r\n\t// Putricide-only\r\n\telse if (attackingEntity.additionalCards?.includes(CardIds.IncorporealCorporal_BG26_RLK_117)) {\r\n\t\tattackingEntity.definitelyDead = true;\r\n\t}\r\n\r\n\tattackingBoard\r\n\t\t.filter((e) => e.additionalCards?.includes(CardIds.FesterootHulk_BG_GIL_655))\r\n\t\t.forEach((e) => {\r\n\t\t\tmodifyStats(e, e, 1, 0, attackingBoard, attackingBoardHero, gameState);\r\n\t\t});\r\n\r\n\tlet secretTriggered = null;\r\n\tif (\r\n\t\t(secretTriggered = defendingBoardHero.secrets?.find(\r\n\t\t\t(secret) => !secret.triggered && secret?.cardId === CardIds.Reckoning_TB_Bacon_Secrets_14,\r\n\t\t)) != null\r\n\t) {\r\n\t\t// console.log('triggering secret?', damageDoneByAttacker, stringifySimpleCard(attackingEntity, allCards));\r\n\t\tif (damageDoneByAttacker >= 3 && !(attackingEntity.health <= 0 || attackingEntity.definitelyDead)) {\r\n\t\t\tsecretTriggered.triggered = true;\r\n\t\t\tattackingEntity.definitelyDead = true;\r\n\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\tsecretTriggered,\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\r\n\tapplyOnAttackQuest(attackingEntity, attackingBoard, attackingBoardHero, gameState);\r\n\r\n\tresolvePendingEffects(attackingBoard, attackingBoardHero, defendingBoard, defendingBoardHero, gameState);\r\n};\r\n\r\nexport const applyAfterAttackTrinkets = (\r\n\tattackingEntity: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingEntity: BoardEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tdamageDoneByAttacker: number,\r\n\tdamageDoneByDefender: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst trinkets = attackingBoardHero.trinkets ?? [];\r\n\tfor (const trinket of trinkets) {\r\n\t\tconst afterAttackImpl = cardMappings[trinket.cardId];\r\n\t\tif (hasAfterAnotherMinionAttacks(afterAttackImpl)) {\r\n\t\t\tafterAttackImpl.afterAnotherMinionAttacks(trinket, {\r\n\t\t\t\tattacker: attackingEntity,\r\n\t\t\t\tattackingBoard: attackingBoard,\r\n\t\t\t\tattackingHero: attackingBoardHero,\r\n\t\t\t\tdefendingEntity: defendingEntity,\r\n\t\t\t\tdefendingBoard: defendingBoard,\r\n\t\t\t\tdefendingHero: defendingBoardHero,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t\tplayerIsFriendly: attackingBoardHero.friendly,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyOnAttackQuest = (\r\n\tattackingEntity: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst quests = attackingBoardHero.questEntities ?? [];\r\n\tfor (const quest of quests) {\r\n\t\tswitch (quest.CardId) {\r\n\t\t\tcase CardIds.CrackTheCase:\r\n\t\t\t\tonQuestProgressUpdated(attackingBoardHero, quest, attackingBoard, gameState);\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport interface OnAfterAttackInput {\r\n\tattacker: BoardEntity;\r\n\tattackingHero: BgsPlayerEntity;\r\n\tattackingBoard: BoardEntity[];\r\n\tdefendingEntity: BoardEntity;\r\n\tdefendingBoard: BoardEntity[];\r\n\tdefendingHero: BgsPlayerEntity;\r\n\tgameState: FullGameState;\r\n\tplayerIsFriendly: boolean;\r\n}\r\n"]}
@@ -35,6 +35,7 @@ export interface OnAfterDeathInput {
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  export interface OnAfterFriendlyMinionDeathInput {
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  readonly deadEntity: BoardEntity;
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  readonly board: BoardEntity[];
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+ readonly boardBeforeProcs: BoardEntity[];
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  readonly hero: BgsPlayerEntity;
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  readonly otherBoard: BoardEntity[];
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  readonly otherHero: BgsPlayerEntity;
@@ -71,7 +71,7 @@ const doFullAttack = (attackingEntity, attackingBoard, attackingBoardHero, defen
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  const damageDoneByDefender = damageDoneByDefender1 + damageDoneByDefender2;
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  (0, after_attack_1.applyAfterAttackEffects)(attackingEntity, attackingBoard, attackingBoardHero, defendingEntity, defendingBoard, defendingBoardHero, damageDoneByAttacker, damageDoneByDefender, gameState);
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  (0, exports.processMinionDeath)(attackingBoard, attackingBoardHero, defendingBoard, defendingBoardHero, gameState, (options === null || options === void 0 ? void 0 : options.skipSummonWhenSpace) || isAttackingImmediately);
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- (0, after_attack_1.applyAfterAttackTrinketsAndBoard)(attackingEntity, attackingBoard, attackingBoardHero, defendingEntity, defendingBoard, defendingBoardHero, damageDoneByAttacker, damageDoneByDefender, gameState);
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+ (0, after_attack_1.applyAfterAttackTrinkets)(attackingEntity, attackingBoard, attackingBoardHero, defendingEntity, defendingBoard, defendingBoardHero, damageDoneByAttacker, damageDoneByDefender, gameState);
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  (0, stats_1.applyAfterStatsUpdate)(gameState);
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  attackingEntity.immuneWhenAttackCharges = Math.max(0, ((_a = attackingEntity.immuneWhenAttackCharges) !== null && _a !== void 0 ? _a : 0) - 1);
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  };