feat: 메이플 전사 전직 카드와 연계 기믹 추가

This commit is contained in:
2026-07-04 02:15:01 +09:00
parent ecadf3606e
commit 90494232bc
15 changed files with 965 additions and 24 deletions

View File

@@ -246,6 +246,9 @@ export function simulateCombat(data, rng, stats) {
let cardsDrawnThisCombat = 0;
let bonusRewardScreens = 0;
let activeKillReward = 0;
let comboCount = 0;
let holyChargeCount = 0;
let damagePowerStrengthUsed = false;
let energy = 0;
const powers = [];
const mob = monsters.map((m) => ({
@@ -467,6 +470,9 @@ export function simulateCombat(data, rng, stats) {
base += countOwnedNameMatches(c.damageNameMatch) * c.damagePerOwnedNameMatch;
}
if (c.damageFromCurrentBlock) base += pBlock * c.damageFromCurrentBlock;
const comboScale = (c.damagePerCombo || 0) + powerFieldTotal('attackDamagePerCombo');
if (comboScale) base += comboCount * comboScale;
if (c.damagePerHolyCharge) base += holyChargeCount * c.damagePerHolyCharge;
const otherHand = Math.max(0, hand.length - 1);
if (c.damagePerOtherHandCard) base += otherHand * c.damagePerOtherHandCard;
if (c.damagePerAttackPlayedThisTurn) base += turnAttackCardsPlayed * c.damagePerAttackPlayedThisTurn;
@@ -518,6 +524,23 @@ export function simulateCombat(data, rng, stats) {
}
return total;
}
function powerFieldMax(field) {
let best = 0;
for (const pid of powers) best = Math.max(best, cards[pid]?.[field] || 0);
return best;
}
function comboMax() {
return Math.max(5, powerFieldMax('comboMax'));
}
function gainCombo(amount) {
if (amount > 0) comboCount = Math.min(comboMax(), comboCount + amount);
}
function holyChargeMax() {
return Math.max(3, powerFieldMax('holyChargeMax'));
}
function gainHolyCharge(amount) {
if (amount > 0) holyChargeCount = Math.min(holyChargeMax(), holyChargeCount + amount);
}
function triggerExhaust(count = 1) {
const drawOnExhaust = powerFieldTotal('drawOnExhaust');
if (drawOnExhaust > 0 && count > 0) draw(drawOnExhaust * count);
@@ -607,8 +630,9 @@ export function simulateCombat(data, rng, stats) {
if (!target || !target.alive) return { killed: false, dealt: 0 };
let dealt = amount;
if (target.vuln > 0) dealt = Math.floor(dealt * 1.5);
if (target.weak > 0 && c.attackDamageVsWeakMultiplier && c.attackDamageVsWeakMultiplier > 1) {
dealt = Math.floor(dealt * c.attackDamageVsWeakMultiplier);
const weakMultiplier = Math.max(c.attackDamageVsWeakMultiplier || 1, powerFieldMax('attackDamageVsWeakMultiplier'));
if (target.weak > 0 && weakMultiplier > 1) {
dealt = Math.floor(dealt * weakMultiplier);
}
if (c.pierce === true) {
target.hp -= dealt;
@@ -669,11 +693,11 @@ export function simulateCombat(data, rng, stats) {
roundKilled = resolveAttackRound();
} while (c.repeatOnKill === true && roundKilled === true && countAliveMonsters() > 0);
}
if (c.block) blockGained = addBlock(c.block);
if (c.block) blockGained = addBlock(c.block + holyChargeCount * (c.blockPerHolyCharge || 0));
} else if (c.kind === 'Power') {
powers.push(id);
} else {
if (c.block) blockGained = addBlock(c.block);
if (c.block) blockGained = addBlock(c.block + holyChargeCount * (c.blockPerHolyCharge || 0));
const weakAmount = (c.weak || 0) + (c.xWeakPerEnergy || 0) * xEnergy;
const vulnAmount = c.vuln || 0;
if ((weakAmount || vulnAmount || c.poison || c.removeEnemyBlock || c.removeEnemyArtifact || c.enemyStrengthLossThisTurn) && alive.length) {
@@ -705,8 +729,10 @@ export function simulateCombat(data, rng, stats) {
if (c.dex) pDex += c.dex;
if (c.thorns) pThorns += c.thorns;
if (c.selfVuln) pVuln += c.selfVuln;
if (c.heal) pHp = Math.min(pHp + c.heal, playerMaxHp);
if (c.heal) pHp = Math.min(pHp + c.heal + holyChargeCount * (c.healPerHolyCharge || 0), playerMaxHp);
if (c.gainEnergy) energy += c.gainEnergy;
if (c.kind !== 'Attack' && c.comboGain) gainCombo(c.comboGain);
if (c.removePlayerDebuffs === true) { pWeak = 0; pVuln = 0; }
activeKillReward = c.rewardOnKill || 0;
if (c.intangible) pIntangible += c.intangible;
queueNextTurnEffects(c);
@@ -766,6 +792,28 @@ export function simulateCombat(data, rng, stats) {
}
}
}
if (c.kind === 'Attack') {
gainCombo((c.comboGain || 0) + powerFieldTotal('comboOnAttack'));
const extraDamage = powerFieldTotal('attackPlayedDamage');
if (extraDamage > 0) {
const target = chooseTarget(aliveList(), extraDamage);
if (target) {
const r = applyDamage(target.hp, target.block, extraDamage);
target.hp = r.hp; target.block = r.block;
damageDealtThisTurn += extraDamage;
if (target.hp <= 0) target.alive = false;
}
}
const attackWeak = powerFieldTotal('attackWeak');
if (attackWeak > 0) {
const target = chooseTarget(aliveList(), 0);
if (target) applyMonsterWeak(target, attackWeak);
}
}
let holyGain = c.holyChargeGain || 0;
if (c.holyForce === true) holyGain += powerFieldTotal('holyChargeOnHolyForce');
gainHolyCharge(holyGain);
if (c.holyChargeSpendAll === true) holyChargeCount = 0;
if (c.blockPerDamageDealtThisTurn && c.blockPerDamageDealtThisTurn > 0 && c.kind !== 'Power') {
blockGained += addBlock(Math.max(0, damageDealtThisTurn * c.blockPerDamageDealtThisTurn));
}
@@ -878,6 +926,8 @@ export function simulateCombat(data, rng, stats) {
m.hp = r.hp; m.block = r.block;
if (m.hp <= 0) m.alive = false;
}
} else if (pc.powerEffect === 'healPerTurn') {
pHp = Math.min(playerMaxHp, pHp + (pc.value || 0));
}
if (pc.turnStartShiv) addCardsToHand('Shiv', pc.turnStartShiv);
if (pc.turnStartDraw) powerTurnDraw += pc.turnStartDraw;
@@ -991,8 +1041,18 @@ export function simulateCombat(data, rng, stats) {
const atk = calcEnemyAttack(it.value, m.str, m.weak, pVuln, enemyStrengthLossThisTurn);
const beforeHp = pHp;
let incoming = atk;
const reduction = Math.min(0.75, powerFieldTotal('damageTakenReduction'));
if (reduction > 0) incoming = Math.floor(incoming * (1 - reduction));
if (pIntangible > 0 && incoming > 1) incoming = 1;
const r = applyDamage(pHp, pBlock, incoming); pHp = r.hp; pBlock = r.block;
if (beforeHp > pHp) {
const reactiveBlock = powerFieldTotal('blockOnDamaged');
if (reactiveBlock > 0) addBlock(reactiveBlock);
if (!damagePowerStrengthUsed) {
const reactiveStrength = powerFieldTotal('strengthOnDamagedOnce');
if (reactiveStrength > 0) { pStr += reactiveStrength; damagePowerStrengthUsed = true; }
}
}
if (beforeHp > pHp && pThorns > 0) {
m.hp -= pThorns;
if (m.hp <= 0) m.alive = false;

View File

@@ -1391,3 +1391,102 @@ test("simulateCombat: shivAoe makes Shivs hit all enemies", () => {
assert.equal(r.win, true);
assert.equal(r.turns, 1);
});
test("simulateCombat: comboGain and damagePerCombo scale repeated attacks", () => {
const data = {
cards: {
Brandish: { name: "브랜디쉬", cost: 1, kind: "Attack", damage: 2, hits: 2, comboGain: 1, damagePerCombo: 1 },
},
starterDeck: ["Brandish"],
monsters: [{ name: "Dummy", maxHp: 14, intents: [{ kind: "Attack", value: 0 }] }],
};
const stats = {};
const r = simulateCombat(data, () => 0.999999, stats);
assert.equal(r.win, true);
assert.ok(stats.Brandish.damage > stats.Brandish.plays * 4);
});
test("simulateCombat: comboMax power raises the combo cap", () => {
const data = {
cards: {
ComboSynergy: { name: "콤보 시너지", cost: 0, kind: "Power", comboMax: 8, comboOnAttack: 2, attackDamagePerCombo: 1, innate: true },
Hit: { name: "연속 베기", cost: 0, kind: "Attack", damage: 1 },
},
starterDeck: ["ComboSynergy", "Hit"],
monsters: [{ name: "Dummy", maxHp: 40, intents: [{ kind: "Attack", value: 0 }] }],
};
const stats = {};
const r = simulateCombat(data, () => 0.999999, stats);
assert.equal(r.win, true);
assert.ok(stats.Hit.damage > stats.Hit.plays);
});
test("simulateCombat: healPerTurn power restores hp at turn start", () => {
const data = {
cards: {
Recovery: { name: "셀프 리커버리", cost: 0, kind: "Power", powerEffect: "healPerTurn", value: 3 },
Hit: { name: "마무리", cost: 1, kind: "Attack", damage: 1 },
},
starterDeck: ["Recovery", "Hit"],
monsters: [{ name: "Dummy", maxHp: 2, intents: [{ kind: "Attack", value: 2 }] }],
playerHp: 70,
playerMaxHp: 80,
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, true);
assert.ok(r.playerHpRemaining >= 69);
});
test("simulateCombat: Holy Charge scales repeated Holy Force attacks", () => {
const data = {
cards: {
ChargeStrike: { name: "차지 타격", cost: 1, kind: "Attack", damage: 2, holyChargeGain: 1, damagePerHolyCharge: 1 },
},
starterDeck: ["ChargeStrike"],
monsters: [{ name: "Dummy", maxHp: 14, intents: [{ kind: "Attack", value: 0 }] }],
};
const stats = {};
const r = simulateCombat(data, () => 0.999999, stats);
assert.equal(r.win, true);
assert.ok(stats.ChargeStrike.damage > stats.ChargeStrike.plays * 2);
});
test("simulateCombat: damageTakenReduction lowers incoming HP damage", () => {
const data = {
cards: {
Achilles: { name: "아킬레스", cost: 3, kind: "Power", damageTakenReduction: 0.25, innate: true },
Wait1: { name: "대기", cost: 99, kind: "Status", unplayable: true, innate: true },
Wait2: { name: "대기", cost: 99, kind: "Status", unplayable: true, innate: true },
Wait3: { name: "대기", cost: 99, kind: "Status", unplayable: true, innate: true },
Wait4: { name: "대기", cost: 99, kind: "Status", unplayable: true, innate: true },
Finish: { name: "마무리", cost: 3, kind: "Power", cardPlayedDamage: 2 },
},
starterDeck: ["Finish", "Achilles", "Wait1", "Wait2", "Wait3", "Wait4"],
monsters: [{ name: "Dummy", maxHp: 2, intents: [{ kind: "Attack", value: 10 }] }],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, true);
assert.equal(r.playerHpRemaining, 73);
});
test("simulateCombat: blockOnDamaged protects against later attackers", () => {
const data = {
cards: {
Armor: { name: "블레싱 아머", cost: 3, kind: "Power", blockOnDamaged: 6, strengthOnDamagedOnce: 2, innate: true },
Wait1: { name: "대기", cost: 99, kind: "Status", unplayable: true, innate: true },
Wait2: { name: "대기", cost: 99, kind: "Status", unplayable: true, innate: true },
Wait3: { name: "대기", cost: 99, kind: "Status", unplayable: true, innate: true },
Wait4: { name: "대기", cost: 99, kind: "Status", unplayable: true, innate: true },
Finish1: { name: "마무리", cost: 3, kind: "Power", cardPlayedDamage: 1 },
Finish2: { name: "마무리", cost: 3, kind: "Power", cardPlayedDamage: 1 },
},
starterDeck: ["Finish1", "Finish2", "Armor", "Wait1", "Wait2", "Wait3", "Wait4"],
monsters: [
{ name: "A", maxHp: 1, intents: [{ kind: "Attack", value: 5 }] },
{ name: "B", maxHp: 1, intents: [{ kind: "Attack", value: 5 }] },
],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, true);
assert.equal(r.playerHpRemaining, 70);
});