밴딧 카드 공용 효과 확장
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@@ -90,12 +90,29 @@ function canPlayCardNow(card, ctx = {}) {
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// 이며, Lua에 대응 AI가 없다(동기화 대상은 데미지/방어/의도/승패 규칙이지 플레이어 선택이 아님).
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// 손패에서 낼 카드 인덱스(-1=종료). 파워 우선(지속 가치) → 공격 → 스킬.
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export function chooseAction(hand, cards, energy, ctx = {}) {
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const entries = hand.map((id, i) => ({ id, i })).filter((x) => cards[x.id] && cards[x.id].cost <= energy && !cards[x.id].unplayable && canPlayCardNow(cards[x.id], ctx));
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const entries = hand.map((id, i) => ({ id, i })).filter((x) => {
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const card = cards[x.id];
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if (!card || card.unplayable || !canPlayCardNow(card, ctx)) return false;
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let effectiveCost = card.cost || 0;
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if (card.kind === 'Skill') {
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if (ctx.nextSkillCostZero === true) effectiveCost = 0;
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else effectiveCost = Math.max(0, effectiveCost - (ctx.skillCostReductionThisTurn || 0));
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}
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return effectiveCost <= energy;
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});
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const powers = entries.filter((x) => cards[x.id].kind === 'Power');
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const attacks = entries.filter((x) => cards[x.id].kind === 'Attack');
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const skills = entries.filter((x) => cards[x.id].kind === 'Skill');
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const dmgEff = (x) => (cards[x.id].damage || 0) / Math.max(cards[x.id].cost, 1);
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const blkEff = (x) => (cards[x.id].block || 0) / Math.max(cards[x.id].cost, 1);
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const effectiveCost = (card) => {
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let cost = card.cost || 0;
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if (card.kind === 'Skill') {
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if (ctx.nextSkillCostZero === true) cost = 0;
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else cost = Math.max(0, cost - (ctx.skillCostReductionThisTurn || 0));
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}
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return cost;
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};
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const dmgEff = (x) => (cards[x.id].damage || 0) / Math.max(effectiveCost(cards[x.id]), 1);
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const blkEff = (x) => (cards[x.id].block || 0) / Math.max(effectiveCost(cards[x.id]), 1);
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const bestBy = (list, fn) => list.slice().sort((a, b) => fn(b) - fn(a))[0];
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if (powers.length) return powers[0].i;
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if (attacks.length) return bestBy(attacks, dmgEff).i;
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@@ -128,6 +145,9 @@ export function simulateCombat(data, rng, stats) {
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let hand = [];
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let pHp = PLAYER_HP, pBlock = 0;
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let pStr = 0, pDex = 0, pThorns = 0, pWeak = 0, pVuln = 0;
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let blockGainMultiplier = 1;
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let nextSkillCostZero = false;
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let skillCostReductionThisTurn = 0;
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let nextTurnBlock = 0, nextTurnDraw = 0, nextTurnKeepBlock = false;
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let nextTurnAttackMultiplier = 1, turnAttackMultiplier = 1;
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let nextTurnAddCards = [];
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@@ -161,6 +181,7 @@ export function simulateCombat(data, rng, stats) {
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function addBlock(base) {
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let amount = base || 0;
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if (amount > 0) amount += pDex;
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if (blockGainMultiplier > 1) amount *= blockGainMultiplier;
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if (amount < 0) amount = 0;
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pBlock += amount;
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return amount;
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@@ -243,6 +264,9 @@ export function simulateCombat(data, rng, stats) {
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const alive = aliveList();
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let dmg = 0;
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let blockGained = 0;
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if (c.blockGainMultiplier && c.blockGainMultiplier > 0) blockGainMultiplier *= c.blockGainMultiplier;
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if (c.nextSkillCostZero === true) nextSkillCostZero = true;
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if (c.skillCostReductionThisTurn && c.skillCostReductionThisTurn > 0) skillCostReductionThisTurn += c.skillCostReductionThisTurn;
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if (c.kind === 'Attack') {
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if (alive.length && c.damage) {
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const baseDamage = attackBaseForCard(id, c);
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@@ -331,6 +355,8 @@ export function simulateCombat(data, rng, stats) {
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turns++;
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turnAttackCardsPlayed = 0;
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turnDiscardedCards = 0;
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blockGainMultiplier = 1;
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skillCostReductionThisTurn = 0;
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// 파워 발동 — Lua StartPlayerTurn 동기화 (블록 리셋 후 strength/energy/block 파워)
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if (nextTurnKeepBlock === true) nextTurnKeepBlock = false;
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else pBlock = 0;
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@@ -362,12 +388,16 @@ export function simulateCombat(data, rng, stats) {
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while (true) {
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const alive = aliveList();
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if (alive.length === 0) break;
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const idx = chooseAction(hand, cards, energy, { drawPileCount: drawPile.length });
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const idx = chooseAction(hand, cards, energy, { drawPileCount: drawPile.length, nextSkillCostZero, skillCostReductionThisTurn });
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if (idx < 0) break;
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const id = hand[idx], c = cards[id];
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energy -= c.cost;
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resolveCardEffects(id, c, c.cost);
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const skillFree = c.kind === 'Skill' && nextSkillCostZero === true;
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const baseCost = c.cost || 0;
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const cost = skillFree ? 0 : (c.kind === 'Skill' ? Math.max(0, baseCost - skillCostReductionThisTurn) : baseCost);
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energy -= cost;
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resolveCardEffects(id, c, cost);
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if (c.kind === 'Attack') turnAttackCardsPlayed++;
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if (skillFree === true && c.nextSkillCostZero !== true) nextSkillCostZero = false;
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const playedBlock = powerFieldTotal('cardPlayedBlock');
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if (playedBlock > 0) addBlock(playedBlock);
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hand.splice(idx, 1);
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