feat: 도적 공용 효과 정리

This commit is contained in:
2026-06-22 21:59:28 +09:00
parent 4f9be00ff2
commit a3d5174b34
11 changed files with 805 additions and 239 deletions

View File

@@ -54,6 +54,10 @@ export function calcAttack(base, str, weak, vulnOnTarget) {
return dmg;
}
export function calcEnemyAttack(base, str, weak, vulnOnTarget, strengthLoss = 0) {
return calcAttack(base, Math.max(0, str - strengthLoss), weak, vulnOnTarget);
}
// 방어 우선 차감 후 hp 적용 → { hp, block }
export function applyDamage(hp, block, amount) {
let dmg = amount;
@@ -100,12 +104,16 @@ export function chooseAction(hand, cards, energy, ctx = {}) {
if (ctx.nextSkillCostZero === true) effectiveCost = 0;
else effectiveCost = Math.max(0, effectiveCost - (ctx.skillCostReductionThisTurn || 0));
}
if (ctx.combatCardCostReduction && ctx.combatCardCostReduction[x.id] != null) {
effectiveCost = Math.max(0, effectiveCost - ctx.combatCardCostReduction[x.id]);
}
return card.useAllEnergy === true ? true : effectiveCost <= energy;
});
const powers = entries.filter((x) => cards[x.id].kind === 'Power');
const attacks = entries.filter((x) => cards[x.id].kind === 'Attack');
const skills = entries.filter((x) => cards[x.id].kind === 'Skill');
const effectiveCost = (card) => {
const effectiveCost = (x) => {
const card = cards[x.id];
let cost = card.cost || 0;
if (ctx.handCostZeroThisTurn === true) cost = 0;
else if (card.useAllEnergy === true) cost = 1;
@@ -113,10 +121,13 @@ export function chooseAction(hand, cards, energy, ctx = {}) {
if (ctx.nextSkillCostZero === true) cost = 0;
else cost = Math.max(0, cost - (ctx.skillCostReductionThisTurn || 0));
}
if (ctx.combatCardCostReduction && ctx.combatCardCostReduction[x.id] != null) {
cost = Math.max(0, cost - ctx.combatCardCostReduction[x.id]);
}
return cost;
};
const dmgEff = (x) => (cards[x.id].damage || 0) / Math.max(effectiveCost(cards[x.id]), 1);
const blkEff = (x) => (cards[x.id].block || 0) / Math.max(effectiveCost(cards[x.id]), 1);
const dmgEff = (x) => (cards[x.id].damage || 0) / Math.max(effectiveCost(x), 1);
const blkEff = (x) => (cards[x.id].block || 0) / Math.max(effectiveCost(x), 1);
const bestBy = (list, fn) => list.slice().sort((a, b) => fn(b) - fn(a))[0];
if (powers.length) return powers[0].i;
if (attacks.length) return bestBy(attacks, dmgEff).i;
@@ -155,25 +166,96 @@ export function simulateCombat(data, rng, stats) {
let nextSkillCostZero = false;
let nextSkillRepeatCount = 0;
let skillCostReductionThisTurn = 0;
const combatCardCostReduction = {};
let nextTurnBlock = 0, nextTurnDraw = 0, nextTurnKeepBlock = false;
let nextTurnAttackMultiplier = 1, turnAttackMultiplier = 1;
let nextTurnAddCards = [];
let turnAttackCardsPlayed = 0, turnDiscardedCards = 0;
let turnCardsPlayedThisTurn = 0;
let damageDealtThisTurn = 0;
let shivFirstDamageBonusUsed = false;
let drawDamageThisTurn = 0;
let drawPoisonThisTurn = 0;
let shivAoeThisCombat = false;
const skillSlyOnPlayCards = new Set();
const turnSkillSlyCards = new Set();
let poisonApplicationsThisCombat = 0;
let enemyStrengthLossThisTurn = 0;
let cardsDrawnThisCombat = 0;
let bonusRewardScreens = 0;
let activeKillReward = 0;
let energy = 0;
const powers = [];
const mob = monsters.map((m) => ({
name: m.name, hp: m.maxHp, maxHp: m.maxHp, block: 0, str: 0, weak: 0, vuln: 0, poison: 0,
name: m.name, hp: m.maxHp, maxHp: m.maxHp, block: 0, str: m.str || 0, weak: 0, vuln: 0, poison: 0, artifact: m.artifact || 0,
intents: m.intents, intentIdx: 0, alive: true,
}));
let turns = 0;
const aliveMonsters = () => mob.filter((m) => m.alive);
const countAliveMonsters = () => aliveMonsters().length;
const randomAliveMonster = () => {
const alive = aliveMonsters();
if (!alive.length) return null;
return alive[Math.floor(rng() * alive.length)];
};
const removeEnemyBlock = (target) => {
if (target) target.block = 0;
};
const removeEnemyArtifact = (target) => {
if (target) target.artifact = 0;
};
const applyMonsterWeak = (target, amount) => {
if (!target || !amount || amount <= 0) return;
if (target.artifact > 0) { target.artifact--; return; }
target.weak += amount;
};
const applyMonsterVuln = (target, amount) => {
if (!target || !amount || amount <= 0) return;
if (target.artifact > 0) { target.artifact--; return; }
target.vuln += amount;
};
const applyPoisonToMonster = (target, amount) => {
if (!target || !target.alive || !amount || amount <= 0) return;
if (target.artifact > 0) { target.artifact--; return; }
target.poison += amount;
poisonApplicationsThisCombat += 1;
const burstEvery = powerFieldTotal('poisonApplicationBurstEvery');
const burstDamage = powerFieldTotal('poisonApplicationBurstDamage');
if (burstEvery > 0 && burstDamage > 0 && poisonApplicationsThisCombat % burstEvery === 0) {
for (const m of mob) {
if (!m.alive) continue;
const r = applyDamage(m.hp, m.block, burstDamage);
m.hp = r.hp; m.block = r.block;
if (burstDamage > 0) damageDealtThisTurn += burstDamage;
if (m.hp <= 0) m.alive = false;
}
}
};
const dealDamageToMonster = (target, amount, pierce = false) => {
if (!target || !target.alive) return false;
let dmg = amount;
const effectiveStr = Math.max(0, target.str - enemyStrengthLossThisTurn);
dmg = calcAttack(dmg, effectiveStr, target.weak, 0);
if (target.vuln > 0) dmg = Math.floor(dmg * 1.5);
if (target.block > 0 && !pierce) {
const absorbed = Math.min(target.block, dmg);
target.block -= absorbed;
dmg -= absorbed;
}
target.hp -= dmg;
if (dmg > 0) {
const attackPoison = powerFieldTotal('attackPoison');
if (attackPoison > 0) applyPoisonToMonster(target, attackPoison);
}
if (target.hp <= 0) {
target.hp = 0;
target.alive = false;
return true;
}
return false;
};
function draw(n) {
const drawn = [];
if (drawDisabledThisTurn === true) return drawn;
@@ -195,8 +277,11 @@ export function simulateCombat(data, rng, stats) {
m.block -= absorbed;
dmg -= absorbed;
}
if (drawPoison > 0) m.poison += drawPoison;
if (dmg > 0) m.hp -= dmg;
if (drawPoison > 0) applyPoisonToMonster(m, drawPoison);
if (dmg > 0) {
m.hp -= dmg;
damageDealtThisTurn += dmg;
}
if (m.hp <= 0) { m.hp = 0; m.alive = false; }
}
}
@@ -257,6 +342,7 @@ export function simulateCombat(data, rng, stats) {
if (c.damagePerDiscardedThisTurn) base += turnDiscardedCards * c.damagePerDiscardedThisTurn;
if (c.damagePerSkillInHand) base += countOtherHandSkills(id) * c.damagePerSkillInHand;
if (c.damagePerCardDrawnThisCombat) base += cardsDrawnThisCombat * c.damagePerCardDrawnThisCombat;
if (c.class === 'Attack' && turnCardsPlayedThisTurn === 0 && c.firstCardDamageBonus) base += c.firstCardDamageBonus;
if (c.class === 'shiv') {
if (powerFieldTotal('shivDamageBonus') > 0) base += powerFieldTotal('shivDamageBonus');
if (!shivFirstDamageBonusUsed && powerFieldTotal('firstShivDamageBonus') > 0) base += powerFieldTotal('firstShivDamageBonus');
@@ -314,6 +400,19 @@ export function simulateCombat(data, rng, stats) {
if (c.drawDamage && c.kind !== 'Power') drawDamageThisTurn += c.drawDamage;
if (c.drawPoison && c.kind !== 'Power') drawPoisonThisTurn += c.drawPoison;
if (c.shivAoe === true && c.kind !== 'Power') shivAoeThisCombat = true;
if (c.skillSlyOnPlay === true && c.kind === 'Skill') skillSlyOnPlayCards.add(id);
if (c.turnHandSlyCount && c.turnHandSlyCount > 0) {
let picked = 0;
for (const hid of hand) {
if (hid === id) continue;
const hc = cards[hid];
if (hc?.kind === 'Skill' && !turnSkillSlyCards.has(hid) && !skillSlyOnPlayCards.has(hid) && hc.sly !== true) {
turnSkillSlyCards.add(hid);
picked++;
if (picked >= c.turnHandSlyCount) break;
}
}
}
const xEnergy = costSpent || 0;
if (c.kind === 'Attack') {
if (alive.length && (c.damage || c.xDamagePerEnergy)) {
@@ -321,49 +420,70 @@ export function simulateCombat(data, rng, stats) {
const bonusHits = (c.otherHandAtLeast && c.bonusHitsWhenOtherHandAtLeast && Math.max(0, hand.length - 1) >= c.otherHandAtLeast)
? c.bonusHitsWhenOtherHandAtLeast : 0;
const hitN = (c.hits || 1) + bonusHits;
const preview = calcAttack(baseDamage || 0, pStr, pWeak, 0) * turnAttackMultiplier;
const target = chooseTarget(alive, preview);
if (c.weak) target.weak += c.weak;
if (c.vuln) target.vuln += c.vuln;
let totalNv = 0;
for (let h = 0; h < hitN; h++) totalNv += calcAttack(baseDamage || 0, pStr, pWeak, 0) * turnAttackMultiplier;
dmg = totalNv;
let useAoe = c.aoe === true;
if (c.class === 'shiv' && shivAoeThisCombat === true) useAoe = true;
if (useAoe === true) {
for (const m2 of aliveList()) {
let d2 = m2.vuln > 0 ? Math.floor(totalNv * 1.5) : totalNv;
if (m2.weak > 0 && c.attackDamageVsWeakMultiplier && c.attackDamageVsWeakMultiplier > 1) {
d2 = Math.floor(d2 * c.attackDamageVsWeakMultiplier);
}
const r2 = applyDamage(m2.hp, m2.block, d2);
m2.hp = r2.hp; m2.block = r2.block;
const attackPoison = powerFieldTotal('attackPoison');
if (d2 > 0 && attackPoison > 0) m2.poison += attackPoison;
if (m2.hp <= 0) {
m2.alive = false;
if (c.rewardOnKill) bonusRewardScreens += c.rewardOnKill;
}
}
} else {
dmg = target.vuln > 0 ? Math.floor(totalNv * 1.5) : totalNv;
const perHit = calcAttack(baseDamage || 0, pStr, pWeak, 0) * turnAttackMultiplier;
const dealToTarget = (target, amount) => {
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) {
dmg = Math.floor(dmg * c.attackDamageVsWeakMultiplier);
dealt = Math.floor(dealt * c.attackDamageVsWeakMultiplier);
}
if (c.pierce === true) {
target.hp -= dmg;
target.hp -= dealt;
if (target.hp < 0) target.hp = 0;
} else {
const r = applyDamage(target.hp, target.block, dmg);
const r = applyDamage(target.hp, target.block, dealt);
target.hp = r.hp; target.block = r.block;
}
const attackPoison = powerFieldTotal('attackPoison');
if (dmg > 0 && attackPoison > 0) target.poison += attackPoison;
if (dealt > 0 && attackPoison > 0) applyPoisonToMonster(target, attackPoison);
let killed = false;
if (target.hp <= 0) {
target.alive = false;
killed = true;
if (c.rewardOnKill) bonusRewardScreens += c.rewardOnKill;
}
}
return { killed, dealt };
};
const resolveAttackRound = () => {
let roundKilled = false;
let roundDamage = 0;
if (useAoe === true) {
for (const m2 of aliveList()) {
const r2 = dealToTarget(m2, perHit);
roundDamage += r2.dealt;
if (r2.killed) roundKilled = true;
}
} else if (c.randomTargetEachHit === true) {
for (let h = 0; h < hitN; h++) {
const target = randomAliveMonster();
if (!target) break;
const r = dealToTarget(target, perHit);
roundDamage += r.dealt;
if (r.killed) roundKilled = true;
}
} else {
const preview = perHit;
const target = chooseTarget(aliveList(), preview);
if (target) {
if (c.weak) applyMonsterWeak(target, c.weak);
if (c.vuln) applyMonsterVuln(target, c.vuln);
const totalNv = perHit * hitN;
const r = dealToTarget(target, totalNv);
roundDamage += r.dealt;
if (r.killed) roundKilled = true;
}
}
dmg += roundDamage;
damageDealtThisTurn += roundDamage;
return roundKilled;
};
let roundKilled = false;
do {
roundKilled = resolveAttackRound();
} while (c.repeatOnKill === true && roundKilled === true && countAliveMonsters() > 0);
}
if (c.block) blockGained = addBlock(c.block);
} else if (c.kind === 'Power') {
@@ -371,19 +491,30 @@ export function simulateCombat(data, rng, stats) {
} else {
if (c.block) blockGained = addBlock(c.block);
const weakAmount = (c.weak || 0) + (c.xWeakPerEnergy || 0) * xEnergy;
if ((weakAmount || c.vuln || c.poison) && alive.length) {
const target = chooseTarget(alive, 0);
if (weakAmount) target.weak += weakAmount;
if (c.vuln) target.vuln += c.vuln;
const vulnAmount = c.vuln || 0;
if ((weakAmount || vulnAmount || c.poison || c.removeEnemyBlock || c.removeEnemyArtifact || c.enemyStrengthLossThisTurn) && alive.length) {
const targets = c.affectsAllEnemies === true ? aliveList() : [chooseTarget(alive, 0)];
if (c.enemyStrengthLossThisTurn && c.enemyStrengthLossThisTurn > 0) {
enemyStrengthLossThisTurn += c.enemyStrengthLossThisTurn;
}
for (const target of targets) {
if (!target || !target.alive) continue;
if (c.removeEnemyBlock === true) removeEnemyBlock(target);
if (c.removeEnemyArtifact === true) removeEnemyArtifact(target);
if (weakAmount) applyMonsterWeak(target, weakAmount);
if (vulnAmount) applyMonsterVuln(target, vulnAmount);
if (c.poison) {
const poisonHits = c.poisonHits || 1;
for (let i = 0; i < poisonHits; i++) {
const target2 = c.poisonRandomTargets === true
? alive[Math.floor(rng() * alive.length)]
: target;
if (target2) target2.poison += c.poison;
if (c.poisonIfTargetPoisoned !== true || target.poison > 0) {
const poisonHits = c.poisonHits || 1;
for (let i = 0; i < poisonHits; i++) {
const target2 = c.poisonRandomTargets === true
? alive[Math.floor(rng() * alive.length)]
: target;
if (target2) applyPoisonToMonster(target2, c.poison);
}
}
}
}
if (c.class === 'shiv' && !shivFirstDamageBonusUsed && powerFieldTotal('firstShivDamageBonus') > 0) {
shivFirstDamageBonusUsed = true;
}
@@ -398,6 +529,7 @@ export function simulateCombat(data, rng, stats) {
activeKillReward = c.rewardOnKill || 0;
if (c.intangible) pIntangible += c.intangible;
queueNextTurnEffects(c);
turnCardsPlayedThisTurn++;
let drawnCards = [];
if (c.draw) drawnCards = drawnCards.concat(draw(c.draw));
if (c.drawUntilHandSize) {
@@ -415,6 +547,7 @@ export function simulateCombat(data, rng, stats) {
if (target && target.alive) {
target.hp -= c.cardPlayedDamage;
dmg += c.cardPlayedDamage;
damageDealtThisTurn += c.cardPlayedDamage;
if (target.hp <= 0) target.alive = false;
}
}
@@ -425,15 +558,20 @@ export function simulateCombat(data, rng, stats) {
if (target) {
target.hp -= c.cardPlayedRandomDamage;
dmg += c.cardPlayedRandomDamage;
damageDealtThisTurn += c.cardPlayedRandomDamage;
if (target.hp <= 0) target.alive = false;
}
}
}
if (c.blockPerDamageDealtThisTurn && c.blockPerDamageDealtThisTurn > 0 && c.kind !== 'Power') {
blockGained += Math.max(0, damageDealtThisTurn * c.blockPerDamageDealtThisTurn);
}
if (recordStats && stats) stats[id] = bump(stats[id], costSpent, dmg, blockGained);
}
function triggerSly(id) {
const c = cards[id];
if (!c?.sly) return;
if (!c) return;
if (!c.sly && !skillSlyOnPlayCards.has(id) && !turnSkillSlyCards.has(id)) return;
resolveCardEffects(id, c, 0, false);
}
function discardHandCard(idx, trigger = true) {
@@ -464,6 +602,8 @@ export function simulateCombat(data, rng, stats) {
drawDamageThisTurn = 0;
drawPoisonThisTurn = 0;
shivAoeThisCombat = false;
turnSkillSlyCards.clear();
enemyStrengthLossThisTurn = 0;
blockGainMultiplier = 1;
handCostZeroThisTurn = false;
drawDisabledThisTurn = false;
@@ -483,7 +623,7 @@ export function simulateCombat(data, rng, stats) {
else if (pc.powerEffect === 'energyPerTurn') energyBonus += pc.value;
else if (pc.powerEffect === 'blockPerTurn') pBlock += pc.value;
else if (pc.powerEffect === 'poisonPerTurn') {
for (const m of mob) if (m.alive) m.poison += pc.value;
for (const m of mob) if (m.alive) applyPoisonToMonster(m, pc.value);
} else if (pc.powerEffect === 'damagePerTurn') {
for (const m of mob) {
if (!m.alive) continue;
@@ -509,60 +649,25 @@ export function simulateCombat(data, rng, stats) {
while (true) {
const alive = aliveList();
if (alive.length === 0) break;
const idx = chooseAction(hand, cards, energy, { drawPileCount: drawPile.length, nextSkillCostZero, skillCostReductionThisTurn, handCostZeroThisTurn });
const idx = chooseAction(hand, cards, energy, { drawPileCount: drawPile.length, nextSkillCostZero, skillCostReductionThisTurn, handCostZeroThisTurn, combatCardCostReduction });
if (idx < 0) break;
const id = hand[idx], c = cards[id];
let dmg = 0;
const skillFree = c.kind === 'Skill' && nextSkillCostZero === true;
const skillRepeat = c.kind === 'Skill' ? nextSkillRepeatCount : 0;
const baseCost = c.cost || 0;
const combatReduction = combatCardCostReduction[id] || 0;
const cost = handCostZeroThisTurn === true ? 0 : (c.useAllEnergy === true ? energy : (skillFree ? 0 : (c.kind === 'Skill' ? Math.max(0, baseCost - skillCostReductionThisTurn) : baseCost)));
energy -= cost;
resolveCardEffects(id, c, cost);
const finalCost = Math.max(0, cost - combatReduction);
energy -= finalCost;
resolveCardEffects(id, c, finalCost);
const playedBlock = powerFieldTotal('cardPlayedBlock');
if (playedBlock > 0) addBlock(playedBlock);
if (c.cardPlayedDamage && alive.length) {
const target = chooseTarget(aliveList(), 0);
if (target && target.alive) {
target.hp -= c.cardPlayedDamage;
dmg += c.cardPlayedDamage;
if (target.hp <= 0) target.alive = false;
}
}
if (c.cardPlayedRandomDamage && alive.length) {
const pool = aliveList();
if (pool.length) {
const target = pool[Math.floor(rng() * pool.length)];
if (target) {
target.hp -= c.cardPlayedRandomDamage;
dmg += c.cardPlayedRandomDamage;
if (target.hp <= 0) target.alive = false;
}
}
}
if (skillRepeat > 0) {
nextSkillRepeatCount = Math.max(0, nextSkillRepeatCount - skillRepeat);
for (let r = 0; r < skillRepeat; r++) {
resolveCardEffects(id, c, cost);
resolveCardEffects(id, c, finalCost);
if (playedBlock > 0) addBlock(playedBlock);
if (c.cardPlayedDamage && alive.length) {
const target = chooseTarget(aliveList(), 0);
if (target && target.alive) {
target.hp -= c.cardPlayedDamage;
dmg += c.cardPlayedDamage;
if (target.hp <= 0) target.alive = false;
}
}
if (c.cardPlayedRandomDamage && alive.length) {
const pool = aliveList();
if (pool.length) {
const target = pool[Math.floor(rng() * pool.length)];
if (target) {
target.hp -= c.cardPlayedRandomDamage;
dmg += c.cardPlayedRandomDamage;
if (target.hp <= 0) target.alive = false;
}
}
}
}
}
if (c.kind === 'Attack') turnAttackCardsPlayed++;
@@ -571,6 +676,9 @@ export function simulateCombat(data, rng, stats) {
queueSelectedReserve(c);
if (c.exhaust === true || String(c.desc || '').includes('소멸.')) exhaust.push(id);
else if (c.kind !== 'Power') discard.push(id);
if (c.combatCostReductionOnPlay && c.combatCostReductionOnPlay > 0) {
combatCardCostReduction[id] = (combatCardCostReduction[id] || 0) + c.combatCostReductionOnPlay;
}
applyDiscardEffects(c);
if (aliveList().length === 0) return { win: true, turns, playerHpRemaining: pHp, bonusRewardScreens };
}
@@ -600,17 +708,20 @@ export function simulateCombat(data, rng, stats) {
for (const m of mob) {
if (!m.alive) continue;
// 독 틱 — 행동 시작 시 (Lua EnemyActStep 동기화). 사망 시 행동 생략
if (m.poison > 0) {
const poisonTicks = 1 + Math.max(0, powerFieldTotal('extraPoisonTicks'));
for (let tick = 0; tick < poisonTicks; tick++) {
if (m.poison <= 0) break;
m.hp -= m.poison;
m.poison--;
if (m.hp <= 0) { m.hp = 0; m.alive = false; continue; }
if (m.hp <= 0) { m.hp = 0; m.alive = false; break; }
}
if (!m.alive) continue;
m.block = 0; // 매 턴 초기화 (이전 턴 블록 미이월)
// 정의된 intent 중 랜덤 선택 (Lua EnemyActStep 동기화 — 순차→랜덤)
const it = m.intents.length ? m.intents[Math.floor(rng() * m.intents.length)] : null;
if (it) {
if (it.kind === 'Attack') {
const atk = calcAttack(it.value, m.str, m.weak, pVuln);
const atk = calcAttack(it.value, Math.max(0, m.str - enemyStrengthLossThisTurn), m.weak, pVuln);
const beforeHp = pHp;
let incoming = atk;
if (pIntangible > 0 && incoming > 1) incoming = 1;