표창 카드 손패 생성 구현
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@@ -131,6 +131,12 @@ export function simulateCombat(data, rng, stats) {
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} else hand.push(card);
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}
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}
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function addCardsToHand(id, n) {
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for (let k = 0; k < n; k++) {
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if (hand.length >= 10) discard.push(id);
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else hand.push(id);
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}
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}
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const aliveList = () => mob.filter((m) => m.alive);
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function resolveCardEffects(id, c, costSpent, recordStats = true) {
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const alive = aliveList();
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@@ -166,7 +172,7 @@ export function simulateCombat(data, rng, stats) {
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}
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if (c.block) { blockGained = Math.max(0, c.block + pDex); pBlock += blockGained; }
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} else if (c.kind === 'Power') {
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if (c.powerEffect && recordStats) powers.push(id);
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if (recordStats) powers.push(id);
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} else {
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if (c.block) { blockGained = Math.max(0, c.block + pDex); pBlock += blockGained; }
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if ((c.weak || c.vuln || c.poison) && alive.length) {
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@@ -182,6 +188,7 @@ export function simulateCombat(data, rng, stats) {
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if (c.selfVuln) pVuln += c.selfVuln;
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if (c.heal) pHp = Math.min(pHp + c.heal, PLAYER_HP);
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if (c.draw) draw(c.draw);
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if (c.addShiv && !c.discard && c.discardAll !== true) addCardsToHand('Shiv', c.addShiv);
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if (recordStats && stats) stats[id] = bump(stats[id], costSpent, dmg, blockGained);
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}
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function triggerSly(id) {
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@@ -196,12 +203,15 @@ export function simulateCombat(data, rng, stats) {
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if (trigger) triggerSly(id);
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}
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function applyDiscardEffects(c) {
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let discarded = 0;
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if (c.discardAll) {
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while (hand.length) discardHandCard(hand.length - 1, true);
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while (hand.length) { discardHandCard(hand.length - 1, true); discarded++; }
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} else if (c.discard) {
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const n = Math.min(c.discard, hand.length);
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for (let i = 0; i < n; i++) discardHandCard(hand.length - 1, true);
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for (let i = 0; i < n; i++) { discardHandCard(hand.length - 1, true); discarded++; }
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}
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if (c.addShiv && (c.discard || c.discardAll === true)) addCardsToHand('Shiv', c.addShiv);
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if (c.addShivPerDiscard === true) addCardsToHand('Shiv', discarded);
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}
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while (turns < MAX_TURNS) {
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@@ -215,6 +225,7 @@ export function simulateCombat(data, rng, stats) {
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if (pc.powerEffect === 'strengthPerTurn') pStr += pc.value;
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else if (pc.powerEffect === 'energyPerTurn') energyBonus += pc.value;
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else if (pc.powerEffect === 'blockPerTurn') pBlock += pc.value;
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if (pc.turnStartShiv) addCardsToHand('Shiv', pc.turnStartShiv);
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}
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let energy = ENERGY + energyBonus; draw(HAND_SIZE);
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while (true) {
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