Implement dex and thorns effects
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@@ -111,7 +111,7 @@ export function simulateCombat(data, rng, stats) {
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const exhaust = [];
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let hand = [];
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let pHp = PLAYER_HP, pBlock = 0;
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let pStr = 0, pWeak = 0, pVuln = 0;
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let pStr = 0, pDex = 0, pThorns = 0, pWeak = 0, pVuln = 0;
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const powers = [];
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const mob = monsters.map((m) => ({
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name: m.name, hp: m.maxHp, maxHp: m.maxHp, block: 0, str: 0, weak: 0, vuln: 0, poison: 0,
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@@ -135,6 +135,7 @@ export function simulateCombat(data, rng, stats) {
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function resolveCardEffects(id, c, costSpent, recordStats = true) {
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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.kind === 'Attack') {
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if (alive.length && c.damage) {
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const target = chooseTarget(alive, calcAttack(c.damage || 0, pStr, pWeak, 0));
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@@ -163,11 +164,11 @@ export function simulateCombat(data, rng, stats) {
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if (target.hp <= 0) target.alive = false;
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}
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}
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if (c.block) pBlock += c.block;
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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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} else {
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pBlock += c.block || 0;
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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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const target = chooseTarget(alive, 0);
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if (c.weak) target.weak += c.weak;
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@@ -176,10 +177,12 @@ export function simulateCombat(data, rng, stats) {
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}
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}
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if (c.strength) pStr += c.strength;
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if (c.dex) pDex += c.dex;
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if (c.thorns) pThorns += c.thorns;
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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 (recordStats && stats) stats[id] = bump(stats[id], costSpent, dmg, c.block || 0);
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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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const c = cards[id];
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@@ -257,7 +260,12 @@ export function simulateCombat(data, rng, stats) {
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if (it) {
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if (it.kind === 'Attack') {
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const atk = calcAttack(it.value, m.str, m.weak, pVuln);
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const beforeHp = pHp;
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const r = applyDamage(pHp, pBlock, atk); pHp = r.hp; pBlock = r.block;
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if (beforeHp > pHp && pThorns > 0) {
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m.hp -= pThorns;
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if (m.hp <= 0) m.alive = false;
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}
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} else if (it.kind === 'Defend') { m.block += it.value; }
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else if (it.kind === 'Debuff') {
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if (it.effect === 'weak') pWeak += it.value;
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