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9278c47901
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codex/card
| Author | SHA1 | Date | |
|---|---|---|---|
| 34531b184f | |||
| f6650a6c70 | |||
| acf295d56c |
File diff suppressed because one or more lines are too long
@@ -14,7 +14,7 @@
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"Defend": {
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"name": "아이언 바디",
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"cost": 1,
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"kind": "Skill",
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"kind": "Attack",
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"block": 5,
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"desc": "방어도 5",
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"image": "7648c3b8e1ca44fc8ec353561207a670",
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@@ -89,8 +89,8 @@
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"name": "분노",
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"cost": 1,
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"kind": "Power",
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"powerEffect": "strengthPerTurn",
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"value": 1,
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"aoe": true,
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"damage": 4,
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"desc": "매 턴 시작 시 힘 +1",
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"image": "379d86e3de064959aa4612f71e84ccfb",
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"class": "warrior",
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@@ -479,6 +479,7 @@
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"desc": "피해를 8 줍니다. 약화를 1 부여합니다.",
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"weak": 1,
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"damage": 8,
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"cardPlayedDamage": 2,
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"image": "92a5020c978c46bdabab910598118b86"
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},
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"LeadingStrike": {
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@@ -652,6 +653,8 @@
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"class": "bandit",
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"rarity": "unique",
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"desc": "피해를 8만큼 X번 줍니다.",
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"useAllEnergy": true,
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"xDamagePerEnergy": 8,
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"draw": 1,
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"image": "92a5020c978c46bdabab910598118b86"
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},
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@@ -985,8 +988,8 @@
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"rarity": "unique",
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"desc": "내 턴 시작 시, 모든 적에게 중독을 2 부여합니다.",
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"poison": 2,
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"powerEffect": "strengthPerTurn",
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"value": 1,
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"powerEffect": "poisonPerTurn",
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"value": 2,
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"image": "19361e72087946b1888684185b40d935"
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},
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"Accuracy": {
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@@ -1019,9 +1022,8 @@
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"rarity": "unique",
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"desc": "내 턴 동안 카드를 뽑을 때마다, 모든 적에게 피해를 2 줍니다.",
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"aoe": true,
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"powerEffect": "strengthPerTurn",
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"value": 1,
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"damage": 2,
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"powerEffect": "damagePerTurn",
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"value": 2,
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"image": "91a2d1c16cb041549adbf1a0d7b1f37f"
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},
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"GrandFinale": {
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@@ -1077,6 +1079,7 @@
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"rarity": "legend",
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"desc": "피해를 1 줍니다. 이번 전투 동안 뽑은 카드 1장당 피해량이 1 증가합니다.",
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"damage": 1,
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"damagePerCardDrawnThisCombat": 1,
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"image": "b1360ed0c4b942309d240634b8f36872"
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},
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"Malaise": {
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@@ -1086,7 +1089,8 @@
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"class": "bandit",
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"rarity": "legend",
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"desc": "적이 힘을 X 잃습니다. 약화를 X 부여합니다. 소멸.",
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"weak": 3,
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"useAllEnergy": true,
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"xWeakPerEnergy": 1,
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"image": "0946f69d84464df29b24b94c744c868d"
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},
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"Adrenaline": {
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@@ -1179,8 +1183,8 @@
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"class": "bandit",
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"rarity": "legend",
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"desc": "이번 턴 동안 더 이상 카드를 뽑을 수 없습니다. 이번 턴 동안 손에 있는 모든 카드를 비용 없이 사용할 수 있습니다.",
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"powerEffect": "energyPerTurn",
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"value": 1,
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"handCostZeroThisTurn": true,
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"drawDisabledThisTurn": true,
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"image": "91a2d1c16cb041549adbf1a0d7b1f37f"
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},
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"Nightmare": {
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@@ -1234,9 +1238,7 @@
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"class": "bandit",
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"rarity": "legend",
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"desc": "공격 카드가 막히지 않은 피해를 줄 때마다, 중독을 1 부여합니다.",
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"poison": 1,
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"powerEffect": "strengthPerTurn",
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"value": 1,
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"attackPoison": 1,
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"image": "19361e72087946b1888684185b40d935"
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},
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"MasterPlanner": {
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@@ -1280,9 +1282,7 @@
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"class": "bandit",
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"rarity": "legend",
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"desc": "카드를 사용할 때마다, 무작위 적에게 피해를 4 줍니다.",
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"powerEffect": "strengthPerTurn",
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"value": 1,
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"damage": 4,
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"cardPlayedRandomDamage": 4,
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"image": "19361e72087946b1888684185b40d935"
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},
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"Abrasive": {
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10
docs/attack-poison.md
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10
docs/attack-poison.md
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@@ -0,0 +1,10 @@
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# 공격 적중 독
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`attackPoison`은 전투 중 파워가 들고 있는 공용 필드입니다.
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동작:
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- 공격 카드가 실제 피해를 주면 독을 부여합니다.
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- `aoe` 공격이면 모든 적에게 같은 양의 독을 붙입니다.
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- `Envenom` 같은 카드가 이 필드를 사용합니다.
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5
docs/card-play-damage.md
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5
docs/card-play-damage.md
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@@ -0,0 +1,5 @@
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# 카드 사용 시 피해
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`cardPlayedDamage`는 카드를 사용할 때마다 현재 대상에게 체력을 직접 깎는 공용 효과입니다. 방어도는 무시하고, 같은 필드를 다른 카드에도 그대로 붙여 재사용할 수 있습니다.
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`cardPlayedRandomDamage`는 같은 시점에 살아 있는 적 하나를 랜덤으로 골라 체력을 직접 깎습니다. `Strangle`과 `SerpentForm` 같은 카드가 이 계열을 씁니다.
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8
docs/draw-count.md
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8
docs/draw-count.md
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@@ -0,0 +1,8 @@
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# 전투 드로우 누적
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`damagePerCardDrawnThisCombat`은 이번 전투 동안 실제로 뽑힌 카드 수를 기준으로 공격력을 올리는 공용 필드입니다.
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적용 예시:
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- `Murder`: 이번 전투 동안 뽑은 카드 1장당 피해량이 1 증가
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14
docs/x-cost.md
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14
docs/x-cost.md
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@@ -0,0 +1,14 @@
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# X 코스트 카드
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`useAllEnergy`는 카드가 사용될 때 남은 에너지를 전부 쓰는 공용 필드입니다.
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연동 필드:
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- `xDamagePerEnergy`: 에너지 1당 피해량
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- `xWeakPerEnergy`: 에너지 1당 약화량
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적용 예시:
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- `Skewer`: 남은 에너지 전부를 써서 `8 * energy` 피해
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- `Malaise`: 남은 에너지 전부를 써서 약화 부여
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@@ -94,18 +94,22 @@ export function chooseAction(hand, cards, energy, ctx = {}) {
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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.handCostZeroThisTurn === true) effectiveCost = 0;
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else if (card.useAllEnergy === true) effectiveCost = 1;
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else 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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return card.useAllEnergy === true ? true : 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 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.handCostZeroThisTurn === true) cost = 0;
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else if (card.useAllEnergy === true) cost = 1;
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else 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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@@ -146,12 +150,15 @@ export function simulateCombat(data, rng, stats) {
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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 handCostZeroThisTurn = false;
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let drawDisabledThisTurn = false;
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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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let turnAttackCardsPlayed = 0, turnDiscardedCards = 0;
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let cardsDrawnThisCombat = 0;
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let energy = 0;
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const powers = [];
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const mob = monsters.map((m) => ({
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@@ -162,11 +169,13 @@ export function simulateCombat(data, rng, stats) {
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function draw(n) {
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const drawn = [];
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if (drawDisabledThisTurn === true) return drawn;
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for (let k = 0; k < n; k++) {
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if (drawPile.length === 0) { drawPile = shuffle(discard, rng); discard = []; }
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if (drawPile.length === 0) break;
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const card = drawPile.pop();
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drawn.push(card);
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cardsDrawnThisCombat++;
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// 손패 10장 상한 — 초과 드로는 자동 버림 (Lua DrawCards 동기화)
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if (hand.length >= 10) {
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discard.push(card);
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@@ -223,6 +232,7 @@ export function simulateCombat(data, rng, stats) {
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if (c.damagePerAttackPlayedThisTurn) base += turnAttackCardsPlayed * c.damagePerAttackPlayedThisTurn;
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if (c.damagePerDiscardedThisTurn) base += turnDiscardedCards * c.damagePerDiscardedThisTurn;
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if (c.damagePerSkillInHand) base += countOtherHandSkills(id) * c.damagePerSkillInHand;
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if (c.damagePerCardDrawnThisCombat) base += cardsDrawnThisCombat * c.damagePerCardDrawnThisCombat;
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if (base < 0) base = 0;
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return base;
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}
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@@ -270,9 +280,12 @@ export function simulateCombat(data, rng, stats) {
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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.handCostZeroThisTurn === true) handCostZeroThisTurn = true;
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if (c.drawDisabledThisTurn === true) drawDisabledThisTurn = true;
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const xEnergy = costSpent || 0;
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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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if (alive.length && (c.damage || c.xDamagePerEnergy)) {
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const baseDamage = c.xDamagePerEnergy ? xEnergy * c.xDamagePerEnergy : attackBaseForCard(id, c);
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const bonusHits = (c.otherHandAtLeast && c.bonusHitsWhenOtherHandAtLeast && Math.max(0, hand.length - 1) >= c.otherHandAtLeast)
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? c.bonusHitsWhenOtherHandAtLeast : 0;
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const hitN = (c.hits || 1) + bonusHits;
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@@ -288,6 +301,8 @@ export function simulateCombat(data, rng, stats) {
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const d2 = m2.vuln > 0 ? Math.floor(totalNv * 1.5) : totalNv;
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const r2 = applyDamage(m2.hp, m2.block, d2);
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m2.hp = r2.hp; m2.block = r2.block;
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const attackPoison = powerFieldTotal('attackPoison');
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if (d2 > 0 && attackPoison > 0) m2.poison += attackPoison;
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if (m2.hp <= 0) m2.alive = false;
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}
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} else {
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@@ -299,6 +314,8 @@ export function simulateCombat(data, rng, stats) {
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const r = applyDamage(target.hp, target.block, dmg);
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target.hp = r.hp; target.block = r.block;
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}
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const attackPoison = powerFieldTotal('attackPoison');
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if (dmg > 0 && attackPoison > 0) target.poison += attackPoison;
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if (target.hp <= 0) target.alive = false;
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}
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}
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@@ -307,9 +324,10 @@ export function simulateCombat(data, rng, stats) {
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if (recordStats) powers.push(id);
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} else {
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if (c.block) blockGained = addBlock(c.block);
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if ((c.weak || c.vuln || c.poison) && alive.length) {
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const weakAmount = (c.weak || 0) + (c.xWeakPerEnergy || 0) * xEnergy;
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if ((weakAmount || 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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if (weakAmount) target.weak += weakAmount;
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if (c.vuln) target.vuln += c.vuln;
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if (c.poison) target.poison += c.poison;
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}
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@@ -333,6 +351,25 @@ export function simulateCombat(data, rng, stats) {
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}
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}
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if (c.addShiv && !c.discard && c.discardAll !== true) addCardsToHand('Shiv', c.addShiv);
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if (c.cardPlayedDamage && alive.length) {
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const target = chooseTarget(aliveList(), 0);
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if (target && target.alive) {
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target.hp -= c.cardPlayedDamage;
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dmg += c.cardPlayedDamage;
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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.cardPlayedRandomDamage && alive.length) {
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const pool = aliveList();
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if (pool.length) {
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const target = pool[Math.floor(rng() * pool.length)];
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if (target) {
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target.hp -= c.cardPlayedRandomDamage;
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dmg += c.cardPlayedRandomDamage;
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if (target.hp <= 0) target.alive = false;
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}
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}
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}
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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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@@ -365,6 +402,8 @@ export function simulateCombat(data, rng, stats) {
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turnAttackCardsPlayed = 0;
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turnDiscardedCards = 0;
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blockGainMultiplier = 1;
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handCostZeroThisTurn = false;
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drawDisabledThisTurn = false;
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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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@@ -380,6 +419,16 @@ export function simulateCombat(data, rng, stats) {
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if (pc.powerEffect === 'strengthPerTurn') pStr += pc.value;
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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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else if (pc.powerEffect === 'poisonPerTurn') {
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for (const m of mob) if (m.alive) m.poison += pc.value;
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} else if (pc.powerEffect === 'damagePerTurn') {
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for (const m of mob) {
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if (!m.alive) continue;
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const r = applyDamage(m.hp, m.block, pc.value || 0);
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m.hp = r.hp; m.block = r.block;
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if (m.hp <= 0) m.alive = false;
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}
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}
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if (pc.turnStartShiv) addCardsToHand('Shiv', pc.turnStartShiv);
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if (pc.turnStartDraw) powerTurnDraw += pc.turnStartDraw;
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if (pc.turnStartDiscard) powerTurnDiscard += pc.turnStartDiscard;
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@@ -397,12 +446,12 @@ 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, nextSkillCostZero, skillCostReductionThisTurn });
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const idx = chooseAction(hand, cards, energy, { drawPileCount: drawPile.length, nextSkillCostZero, skillCostReductionThisTurn, handCostZeroThisTurn });
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if (idx < 0) break;
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const id = hand[idx], c = cards[id];
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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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const cost = handCostZeroThisTurn === true ? 0 : (c.useAllEnergy === true ? energy : (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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@@ -721,6 +721,21 @@ test("chooseAction: skillCostReductionThisTurn allows discounted skills", () =>
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assert.equal(chooseAction(["Guard"], cards, 1, {}), -1);
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});
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|
||||
test("chooseAction: handCostZeroThisTurn lets expensive cards be played", () => {
|
||||
const cards = {
|
||||
Burst: { name: "Burst", cost: 3, kind: "Skill", block: 8 },
|
||||
};
|
||||
assert.equal(chooseAction(["Burst"], cards, 0, { handCostZeroThisTurn: true }), 0);
|
||||
assert.equal(chooseAction(["Burst"], cards, 0, {}), -1);
|
||||
});
|
||||
|
||||
test("chooseAction: useAllEnergy cards remain playable at zero energy", () => {
|
||||
const cards = {
|
||||
Skewer: { name: "Skewer", cost: 2, kind: "Attack", useAllEnergy: true, xDamagePerEnergy: 8 },
|
||||
};
|
||||
assert.equal(chooseAction(["Skewer"], cards, 0, {}), 0);
|
||||
});
|
||||
|
||||
test("simulateCombat: drawSkillBlock grants block for each drawn skill", () => {
|
||||
const data = {
|
||||
cards: {
|
||||
@@ -739,3 +754,115 @@ test("simulateCombat: drawSkillBlock grants block for each drawn skill", () => {
|
||||
assert.equal(r.draw, true);
|
||||
assert.equal(stats.Escape.block, 3);
|
||||
});
|
||||
|
||||
test("simulateCombat: poisonPerTurn powers poison all enemies at turn start", () => {
|
||||
const data = {
|
||||
cards: {
|
||||
Fumes: { name: "NoxiousFumes", cost: 1, kind: "Power", powerEffect: "poisonPerTurn", value: 2 },
|
||||
},
|
||||
starterDeck: ["Fumes"],
|
||||
monsters: [
|
||||
{ name: "DummyA", maxHp: 2, intents: [{ kind: "Attack", value: 0 }] },
|
||||
{ name: "DummyB", maxHp: 2, intents: [{ kind: "Attack", value: 0 }] },
|
||||
],
|
||||
};
|
||||
const r = simulateCombat(data, () => 0.999999);
|
||||
assert.equal(r.win, true);
|
||||
});
|
||||
|
||||
test("simulateCombat: damagePerTurn powers damage all enemies at turn start", () => {
|
||||
const data = {
|
||||
cards: {
|
||||
Speed: { name: "Speedster", cost: 2, kind: "Power", powerEffect: "damagePerTurn", value: 2 },
|
||||
},
|
||||
starterDeck: ["Speed"],
|
||||
monsters: [
|
||||
{ name: "DummyA", maxHp: 2, intents: [{ kind: "Attack", value: 0 }] },
|
||||
{ name: "DummyB", maxHp: 2, intents: [{ kind: "Attack", value: 0 }] },
|
||||
],
|
||||
};
|
||||
const r = simulateCombat(data, () => 0.999999);
|
||||
assert.equal(r.win, true);
|
||||
});
|
||||
|
||||
test("simulateCombat: attackPoison power applies poison on attack damage", () => {
|
||||
const data = {
|
||||
cards: {
|
||||
Venom: { name: "Envenom", cost: 2, kind: "Power", attackPoison: 2 },
|
||||
Strike: { name: "Strike", cost: 1, kind: "Attack", damage: 1 },
|
||||
},
|
||||
starterDeck: ["Venom", "Strike"],
|
||||
monsters: [{ name: "Dummy", maxHp: 3, intents: [{ kind: "Attack", value: 0 }] }],
|
||||
};
|
||||
const r = simulateCombat(data, () => 0.999999);
|
||||
assert.equal(r.win, true);
|
||||
assert.equal(r.turns, 1);
|
||||
});
|
||||
|
||||
test("simulateCombat: cardPlayedDamage hits the target whenever a card is played", () => {
|
||||
const data = {
|
||||
cards: {
|
||||
Strangle: { name: "Strangle", cost: 1, kind: "Attack", damage: 8, cardPlayedDamage: 2 },
|
||||
},
|
||||
starterDeck: ["Strangle"],
|
||||
monsters: [{ name: "Dummy", maxHp: 10, intents: [{ kind: "Attack", value: 0 }] }],
|
||||
};
|
||||
const r = simulateCombat(data, () => 0.999999);
|
||||
assert.equal(r.win, true);
|
||||
});
|
||||
|
||||
test("simulateCombat: cardPlayedRandomDamage hits a random enemy on card play", () => {
|
||||
const data = {
|
||||
cards: {
|
||||
SerpentForm: { name: "SerpentForm", cost: 3, kind: "Power", cardPlayedRandomDamage: 4 },
|
||||
},
|
||||
starterDeck: ["SerpentForm"],
|
||||
monsters: [{ name: "Dummy", maxHp: 4, intents: [{ kind: "Attack", value: 0 }] }],
|
||||
};
|
||||
const r = simulateCombat(data, () => 0.999999);
|
||||
assert.equal(r.win, true);
|
||||
});
|
||||
|
||||
test("simulateCombat: useAllEnergy skewer consumes all energy for damage", () => {
|
||||
const data = {
|
||||
cards: {
|
||||
Skewer: { name: "Skewer", cost: 2, kind: "Attack", useAllEnergy: true, xDamagePerEnergy: 8 },
|
||||
},
|
||||
starterDeck: ["Skewer"],
|
||||
monsters: [{ name: "Dummy", maxHp: 24, intents: [{ kind: "Attack", value: 0 }] }],
|
||||
};
|
||||
const r = simulateCombat(data, () => 0.999999);
|
||||
assert.equal(r.win, true);
|
||||
});
|
||||
|
||||
test("simulateCombat: useAllEnergy malaise scales weak with energy spent", () => {
|
||||
const data = {
|
||||
cards: {
|
||||
Malaise: { name: "Malaise", cost: 2, kind: "Skill", useAllEnergy: true, xWeakPerEnergy: 1 },
|
||||
Strike: { name: "Strike", cost: 1, kind: "Attack", damage: 1 },
|
||||
},
|
||||
starterDeck: ["Malaise", "Strike"],
|
||||
monsters: [{ name: "Dummy", maxHp: 1, intents: [{ kind: "Attack", value: 10 }] }],
|
||||
};
|
||||
const r = simulateCombat(data, () => 0.999999);
|
||||
assert.equal(r.win, true);
|
||||
});
|
||||
|
||||
test("simulateCombat: damagePerCardDrawnThisCombat scales murder", () => {
|
||||
const data = {
|
||||
cards: {
|
||||
Murder: { name: "Murder", cost: 3, kind: "Attack", damage: 1, damagePerCardDrawnThisCombat: 1 },
|
||||
Filler1: { name: "Filler1", cost: 99, kind: "Skill" },
|
||||
Filler2: { name: "Filler2", cost: 99, kind: "Skill" },
|
||||
Filler3: { name: "Filler3", cost: 99, kind: "Skill" },
|
||||
Filler4: { name: "Filler4", cost: 99, kind: "Skill" },
|
||||
Filler5: { name: "Filler5", cost: 99, kind: "Skill" },
|
||||
},
|
||||
starterDeck: ["Murder", "Filler1", "Filler2", "Filler3", "Filler4", "Filler5"],
|
||||
monsters: [{ name: "Dummy", maxHp: 6, intents: [{ kind: "Attack", value: 0 }] }],
|
||||
};
|
||||
const stats = {};
|
||||
const r = simulateCombat(data, () => 0.999999, stats);
|
||||
assert.equal(r.win, true);
|
||||
assert.ok(stats.Murder.damage > 1);
|
||||
});
|
||||
|
||||
@@ -46,6 +46,11 @@ if self:CanPlayCardNow(c) ~= true then
|
||||
end
|
||||
local cost = c.cost or 0
|
||||
local skillFree = false
|
||||
if self.HandCostZeroThisTurn == true then
|
||||
cost = 0
|
||||
elseif c.useAllEnergy == true then
|
||||
cost = self.Energy
|
||||
end
|
||||
if c.kind == "Skill" and self.NextSkillCostZero == true then
|
||||
cost = 0
|
||||
skillFree = true
|
||||
@@ -58,7 +63,7 @@ if self.Energy < cost then
|
||||
return
|
||||
end
|
||||
self.Energy = self.Energy - cost
|
||||
self:ResolveCardEffects(cardId, slot, c, false)
|
||||
self:ResolveCardEffects(cardId, slot, c, false, cost)
|
||||
if c.kind == "Attack" then
|
||||
self.TurnAttackCardsPlayed = (self.TurnAttackCardsPlayed or 0) + 1
|
||||
end
|
||||
@@ -70,6 +75,12 @@ end
|
||||
if self:HasPowerField("cardPlayedBlock") == true then
|
||||
self:AddCardBlock(self:AddPowerFieldTotal("cardPlayedBlock"))
|
||||
end
|
||||
if c.cardPlayedDamage ~= nil and c.cardPlayedDamage > 0 then
|
||||
self:DealDirectDamageToTarget(c.cardPlayedDamage)
|
||||
end
|
||||
if c.cardPlayedRandomDamage ~= nil and c.cardPlayedRandomDamage > 0 then
|
||||
self:DealDirectDamageToRandomMonster(c.cardPlayedRandomDamage)
|
||||
end
|
||||
table.remove(self.Hand, slot)
|
||||
if c.exhaust == true then
|
||||
if self.ExhaustPile == nil then self.ExhaustPile = {} end
|
||||
@@ -244,6 +255,12 @@ if m.block > 0 and pierce ~= true then
|
||||
dmg = dmg - absorbed
|
||||
end
|
||||
m.hp = m.hp - dmg
|
||||
if dmg > 0 then
|
||||
local poison = self:AddPowerFieldTotal("attackPoison")
|
||||
if poison ~= nil and poison > 0 then
|
||||
m.poison = (m.poison or 0) + poison
|
||||
end
|
||||
end
|
||||
self:MonsterHitMotion(m.slot)
|
||||
if m.hp <= 0 then
|
||||
m.hp = 0
|
||||
@@ -252,6 +269,48 @@ end`, [
|
||||
{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'amount' },
|
||||
{ Type: 'boolean', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'pierce' },
|
||||
]),
|
||||
method('DealDirectDamageToTarget', `local m = self.Monsters[self.TargetIndex]
|
||||
if m == nil or m.alive ~= true then
|
||||
m = nil
|
||||
for i = 1, #self.Monsters do
|
||||
if self.Monsters[i].alive == true then m = self.Monsters[i]; self.TargetIndex = i; break end
|
||||
end
|
||||
end
|
||||
if m == nil then
|
||||
return
|
||||
end
|
||||
m.hp = m.hp - amount
|
||||
self:ShowDmgPop(m.slot, amount)
|
||||
self:MonsterHitMotion(m.slot)
|
||||
if m.hp <= 0 then
|
||||
m.hp = 0
|
||||
self:KillMonster(m.slot)
|
||||
end`, [
|
||||
{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'amount' },
|
||||
]),
|
||||
method('DealDirectDamageToRandomMonster', `local alive = {}
|
||||
for i = 1, #self.Monsters do
|
||||
local m = self.Monsters[i]
|
||||
if m ~= nil and m.alive == true then
|
||||
table.insert(alive, m)
|
||||
end
|
||||
end
|
||||
if #alive <= 0 then
|
||||
return
|
||||
end
|
||||
local m = alive[math.random(1, #alive)]
|
||||
if m == nil then
|
||||
return
|
||||
end
|
||||
m.hp = m.hp - amount
|
||||
self:ShowDmgPop(m.slot, amount)
|
||||
self:MonsterHitMotion(m.slot)
|
||||
if m.hp <= 0 then
|
||||
m.hp = 0
|
||||
self:KillMonster(m.slot)
|
||||
end`, [
|
||||
{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'amount' },
|
||||
]),
|
||||
method('PlayAttackFx', `local m = self.Monsters[targetIndex]
|
||||
if m == nil or m.alive ~= true or m.entity == nil or not isvalid(m.entity) then
|
||||
self:DealDamageToTarget(damage, pierce)
|
||||
@@ -317,6 +376,12 @@ _TimerService:SetTimerOnce(function()
|
||||
dmg = dmg - absorbed
|
||||
end
|
||||
m.hp = m.hp - dmg
|
||||
if dmg > 0 then
|
||||
local poison = self:AddPowerFieldTotal("attackPoison")
|
||||
if poison ~= nil and poison > 0 then
|
||||
m.poison = (m.poison or 0) + poison
|
||||
end
|
||||
end
|
||||
self:ShowDmgPop(i, dmg)
|
||||
self:MonsterHitMotion(i)
|
||||
if m.hp <= 0 then
|
||||
|
||||
@@ -246,6 +246,9 @@ if self.ClayBlockNext > 0 then
|
||||
end
|
||||
self.TurnAttackMultiplier = self.NextTurnAttackMultiplier or 1
|
||||
self.NextTurnAttackMultiplier = 1
|
||||
self.CardsDrawnThisCombat = self.CardsDrawnThisCombat or 0
|
||||
self.HandCostZeroThisTurn = false
|
||||
self.DrawDisabledThisTurn = false
|
||||
local powerTurnDraw = 0
|
||||
local powerTurnDiscard = 0
|
||||
if self.PlayerPowers ~= nil then
|
||||
@@ -258,6 +261,19 @@ if self.PlayerPowers ~= nil then
|
||||
self.Energy = self.Energy + pc.value
|
||||
elseif pc.powerEffect == "blockPerTurn" then
|
||||
self.PlayerBlock = self.PlayerBlock + pc.value
|
||||
elseif pc.powerEffect == "poisonPerTurn" then
|
||||
if self.Monsters ~= nil then
|
||||
for j = 1, #self.Monsters do
|
||||
local tm = self.Monsters[j]
|
||||
if tm ~= nil and tm.alive == true then
|
||||
tm.poison = (tm.poison or 0) + pc.value
|
||||
end
|
||||
end
|
||||
end
|
||||
elseif pc.powerEffect == "damagePerTurn" then
|
||||
if self.Monsters ~= nil then
|
||||
self:PlayAoeFx(pc.fx or pc.image, pc.value or 0)
|
||||
end
|
||||
end
|
||||
if pc.turnStartShiv ~= nil then
|
||||
self:AddCardsToHand("Shiv", pc.turnStartShiv)
|
||||
@@ -418,6 +434,9 @@ self:EnemyTurn()`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attr
|
||||
method('DrawCards', `local drawnSlots = {}
|
||||
local drawnCards = {}
|
||||
local drewAny = false
|
||||
if self.DrawDisabledThisTurn == true then
|
||||
\treturn drawnCards
|
||||
end
|
||||
for i = 1, amount do
|
||||
\tif #self.DrawPile <= 0 then
|
||||
\t\tself:RecycleDiscardIntoDraw()
|
||||
@@ -427,6 +446,7 @@ for i = 1, amount do
|
||||
\tend
|
||||
\tlocal cardId = table.remove(self.DrawPile)
|
||||
\ttable.insert(drawnCards, cardId)
|
||||
\tself.CardsDrawnThisCombat = (self.CardsDrawnThisCombat or 0) + 1
|
||||
\tif #self.Hand >= 10 then
|
||||
\t\ttable.insert(self.DiscardPile, cardId)
|
||||
\t\tself:TriggerSly(cardId)
|
||||
|
||||
@@ -308,6 +308,9 @@ end
|
||||
if c.damagePerSkillInHand ~= nil then
|
||||
base2 = base2 + self:CountOtherHandSkills(slot) * c.damagePerSkillInHand
|
||||
end
|
||||
if c.damagePerCardDrawnThisCombat ~= nil then
|
||||
base2 = base2 + (self.CardsDrawnThisCombat or 0) * c.damagePerCardDrawnThisCombat
|
||||
end
|
||||
if base2 < 0 then
|
||||
base2 = 0
|
||||
end
|
||||
@@ -382,10 +385,26 @@ end
|
||||
if c.skillCostReductionThisTurn ~= nil and c.skillCostReductionThisTurn > 0 then
|
||||
self.SkillCostReductionThisTurn = (self.SkillCostReductionThisTurn or 0) + c.skillCostReductionThisTurn
|
||||
end
|
||||
if c.handCostZeroThisTurn == true then
|
||||
self.HandCostZeroThisTurn = true
|
||||
end
|
||||
if c.drawDisabledThisTurn == true then
|
||||
self.DrawDisabledThisTurn = true
|
||||
end
|
||||
local xEnergy = energySpent or 0
|
||||
local weakAmount = c.weak or 0
|
||||
local vulnAmount = c.vuln or 0
|
||||
local poisonAmount = c.poison or 0
|
||||
if c.xWeakPerEnergy ~= nil and c.xWeakPerEnergy > 0 then
|
||||
weakAmount = weakAmount + xEnergy * c.xWeakPerEnergy
|
||||
end
|
||||
if c.kind == "Attack" then
|
||||
if c.damage ~= nil then
|
||||
if c.damage ~= nil or c.xDamagePerEnergy ~= nil then
|
||||
self:PlayerAttackMotion()
|
||||
local baseDmg = self:AttackBaseForCard(slot, c)
|
||||
if c.xDamagePerEnergy ~= nil and c.xDamagePerEnergy > 0 then
|
||||
baseDmg = xEnergy * c.xDamagePerEnergy
|
||||
end
|
||||
local total = 0
|
||||
local hitN = c.hits or 1
|
||||
if c.otherHandAtLeast ~= nil and c.bonusHitsWhenOtherHandAtLeast ~= nil then
|
||||
@@ -441,7 +460,7 @@ if c.gainEnergy ~= nil and c.gainEnergy ~= 0 then
|
||||
self.Energy = self.Energy + c.gainEnergy
|
||||
end
|
||||
self:QueueNextTurnEffects(c)
|
||||
if c.weak ~= nil or c.vuln ~= nil or c.poison ~= nil then
|
||||
if c.weak ~= nil or c.vuln ~= nil or c.poison ~= nil or c.xWeakPerEnergy ~= nil then
|
||||
local tm = self.Monsters[self.TargetIndex]
|
||||
if tm == nil or tm.alive ~= true then
|
||||
for i = 1, #self.Monsters do
|
||||
@@ -449,10 +468,10 @@ if c.weak ~= nil or c.vuln ~= nil or c.poison ~= nil then
|
||||
end
|
||||
end
|
||||
if tm ~= nil and tm.alive == true then
|
||||
if c.weak ~= nil then tm.weak = tm.weak + c.weak end
|
||||
if c.poison ~= nil then tm.poison = (tm.poison or 0) + c.poison end
|
||||
if c.vuln ~= nil then
|
||||
tm.vuln = tm.vuln + c.vuln
|
||||
if weakAmount ~= nil and weakAmount > 0 then tm.weak = tm.weak + weakAmount end
|
||||
if poisonAmount ~= nil and poisonAmount > 0 then tm.poison = (tm.poison or 0) + poisonAmount end
|
||||
if vulnAmount ~= nil and vulnAmount > 0 then
|
||||
tm.vuln = tm.vuln + vulnAmount
|
||||
if self:HasRelic("championBelt") then
|
||||
tm.weak = tm.weak + 1
|
||||
end
|
||||
@@ -494,13 +513,14 @@ end`, [
|
||||
{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' },
|
||||
{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'c' },
|
||||
{ Type: 'boolean', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'free' },
|
||||
{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'energySpent' },
|
||||
]),
|
||||
method('TriggerSly', `local c = self.Cards[cardId]
|
||||
if c == nil or c.sly ~= true then
|
||||
return
|
||||
end
|
||||
self:Toast("교활 발동: " .. c.name)
|
||||
self:ResolveCardEffects(cardId, 0, c, true)`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'cardId' }]),
|
||||
self:ResolveCardEffects(cardId, 0, c, true, 0)`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'cardId' }]),
|
||||
method('DiscardHandCard', `if self.Hand == nil then
|
||||
return
|
||||
end
|
||||
|
||||
@@ -68,6 +68,9 @@ self.MaxEnergy = 3
|
||||
self.Turn = 0
|
||||
self.PlayerBlock = 0
|
||||
self.BlockGainMultiplier = 1
|
||||
self.CardsDrawnThisCombat = 0
|
||||
self.HandCostZeroThisTurn = false
|
||||
self.DrawDisabledThisTurn = false
|
||||
self.NextSkillCostZero = false
|
||||
self.SkillCostReductionThisTurn = 0
|
||||
self.PlayerStr = 0
|
||||
|
||||
@@ -162,6 +162,12 @@ function luaCardsTable(cards) {
|
||||
if (c.damagePerAttackPlayedThisTurn != null) fields.push(`damagePerAttackPlayedThisTurn = ${c.damagePerAttackPlayedThisTurn}`);
|
||||
if (c.damagePerDiscardedThisTurn != null) fields.push(`damagePerDiscardedThisTurn = ${c.damagePerDiscardedThisTurn}`);
|
||||
if (c.damagePerSkillInHand != null) fields.push(`damagePerSkillInHand = ${c.damagePerSkillInHand}`);
|
||||
if (c.damagePerCardDrawnThisCombat != null) fields.push(`damagePerCardDrawnThisCombat = ${c.damagePerCardDrawnThisCombat}`);
|
||||
if (c.damagePerTurn != null) fields.push(`damagePerTurn = ${c.damagePerTurn}`);
|
||||
if (c.cardPlayedDamage != null) fields.push(`cardPlayedDamage = ${c.cardPlayedDamage}`);
|
||||
if (c.cardPlayedRandomDamage != null) fields.push(`cardPlayedRandomDamage = ${c.cardPlayedRandomDamage}`);
|
||||
if (c.poisonPerTurn != null) fields.push(`poisonPerTurn = ${c.poisonPerTurn}`);
|
||||
if (c.attackPoison != null) fields.push(`attackPoison = ${c.attackPoison}`);
|
||||
if (c.otherHandAtLeast != null) fields.push(`otherHandAtLeast = ${c.otherHandAtLeast}`);
|
||||
if (c.bonusHitsWhenOtherHandAtLeast != null) fields.push(`bonusHitsWhenOtherHandAtLeast = ${c.bonusHitsWhenOtherHandAtLeast}`);
|
||||
if (c.block != null) fields.push(`block = ${c.block}`);
|
||||
@@ -193,7 +199,12 @@ function luaCardsTable(cards) {
|
||||
if (c.turnStartShiv != null) fields.push(`turnStartShiv = ${c.turnStartShiv}`);
|
||||
if (c.turnStartDraw != null) fields.push(`turnStartDraw = ${c.turnStartDraw}`);
|
||||
if (c.turnStartDiscard != null) fields.push(`turnStartDiscard = ${c.turnStartDiscard}`);
|
||||
if (c.handCostZeroThisTurn === true) fields.push('handCostZeroThisTurn = true');
|
||||
if (c.drawDisabledThisTurn === true) fields.push('drawDisabledThisTurn = true');
|
||||
if (c.addShivPerDiscard === true) fields.push('addShivPerDiscard = true');
|
||||
if (c.useAllEnergy === true) fields.push('useAllEnergy = true');
|
||||
if (c.xDamagePerEnergy != null) fields.push(`xDamagePerEnergy = ${c.xDamagePerEnergy}`);
|
||||
if (c.xWeakPerEnergy != null) fields.push(`xWeakPerEnergy = ${c.xWeakPerEnergy}`);
|
||||
if (c.nextTurnBlock != null) fields.push(`nextTurnBlock = ${c.nextTurnBlock}`);
|
||||
if (c.nextTurnDraw != null) fields.push(`nextTurnDraw = ${c.nextTurnDraw}`);
|
||||
if (c.nextTurnKeepBlock === true) fields.push('nextTurnKeepBlock = true');
|
||||
|
||||
Reference in New Issue
Block a user