feat(cards): implement retain keyword
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@@ -212,7 +212,7 @@ export function simulateCombat(data, rng, stats) {
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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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}
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let energy = ENERGY + energyBonus; hand = []; draw(HAND_SIZE);
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let energy = ENERGY + energyBonus; draw(HAND_SIZE);
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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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@@ -230,7 +230,13 @@ export function simulateCombat(data, rng, stats) {
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let burn = 0;
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for (const hid of hand) { const hc = cards[hid]; if (hc && hc.endTurnDamage) burn += hc.endTurnDamage; }
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if (burn > 0) { pHp -= burn; if (pHp < 0) pHp = 0; }
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discard.push(...hand); hand = [];
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const kept = [];
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for (const hid of hand) {
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const hc = cards[hid];
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if (hc?.retain === true) kept.push(hid);
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else discard.push(hid);
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}
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hand = kept;
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if (pHp <= 0) return { win: false, turns, playerHpRemaining: 0 };
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// 플레이어 디버프 감소 — Lua EndPlayerTurn 동기화 (적 행동 전)
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if (pWeak > 0) pWeak--;
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@@ -390,3 +390,18 @@ test("simulateCombat: sly discarded card resolves for free", () => {
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assert.equal(r.win, true);
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assert.equal(r.turns, 1);
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});
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test("simulateCombat: retain keeps card in hand across turns", () => {
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const data = {
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cards: {
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Boost: { name: "Boost", cost: 3, kind: "Power", powerEffect: "energyPerTurn", value: 98 },
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Hold: { name: "Hold", cost: 100, kind: "Attack", damage: 10, retain: true },
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Blank: { name: "Blank", cost: 99, kind: "Skill", block: 0 },
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},
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starterDeck: ["Blank", "Blank", "Blank", "Blank", "Blank", "Boost", "Hold", "Blank", "Blank", "Blank"],
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monsters: [{ name: "Dummy", maxHp: 10, intents: [{ kind: "Defend", value: 0 }] }],
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};
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const r = simulateCombat(data, () => 0.999999);
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assert.equal(r.win, true);
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assert.equal(r.turns, 2);
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});
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