9 Commits

19 changed files with 2008 additions and 103 deletions

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@@ -14,7 +14,7 @@
"Defend": {
"name": "아이언 바디",
"cost": 1,
"kind": "Skill",
"kind": "Attack",
"block": 5,
"desc": "방어도 5",
"image": "7648c3b8e1ca44fc8ec353561207a670",
@@ -89,8 +89,8 @@
"name": "분노",
"cost": 1,
"kind": "Power",
"powerEffect": "strengthPerTurn",
"value": 1,
"aoe": true,
"damage": 4,
"desc": "매 턴 시작 시 힘 +1",
"image": "379d86e3de064959aa4612f71e84ccfb",
"class": "warrior",
@@ -237,7 +237,8 @@
"kind": "Skill",
"class": "magician",
"block": 3,
"draw": 1,
"discardAll": true,
"drawPerDiscarded": 1,
"desc": "방어도 3, 드로 1",
"image": "7f70a9dc7e304433bb8121dd9c4df98b",
"rarity": "normal"
@@ -453,7 +454,7 @@
"class": "bandit",
"rarity": "normal",
"desc": "피해를 9 줍니다. 카드를 1장 뽑습니다. 카드를 1장 버립니다.",
"draw": 1,
"drawUntilHandSize": 6,
"damage": 9,
"discard": 1,
"image": "1b0f2dc8abd0434990eee1befefcbe0d"
@@ -478,6 +479,7 @@
"desc": "피해를 8 줍니다. 약화를 1 부여합니다.",
"weak": 1,
"damage": 8,
"cardPlayedDamage": 2,
"image": "92a5020c978c46bdabab910598118b86"
},
"LeadingStrike": {
@@ -499,6 +501,8 @@
"rarity": "normal",
"desc": "피해를 7 줍니다. 손에 다른 카드가 5장 이상 있다면, 1번 추가로 적중합니다.",
"damage": 7,
"otherHandAtLeast": 5,
"bonusHitsWhenOtherHandAtLeast": 1,
"image": "92a5020c978c46bdabab910598118b86"
},
"FlickFlack": {
@@ -586,6 +590,7 @@
"rarity": "normal",
"desc": "방어도를 4 얻습니다. 다음 턴에, 방어도를 4 얻습니다",
"block": 4,
"nextTurnBlock": 4,
"image": "91a2d1c16cb041549adbf1a0d7b1f37f"
},
"PiercingWail": {
@@ -648,6 +653,8 @@
"class": "bandit",
"rarity": "unique",
"desc": "피해를 8만큼 X번 줍니다.",
"useAllEnergy": true,
"xDamagePerEnergy": 8,
"draw": 1,
"image": "92a5020c978c46bdabab910598118b86"
},
@@ -658,6 +665,7 @@
"class": "bandit",
"rarity": "unique",
"desc": "선천성. 피해를 11 줍니다. 소멸.",
"innate": true,
"damage": 11,
"image": "b1360ed0c4b942309d240634b8f36872"
},
@@ -669,6 +677,7 @@
"rarity": "unique",
"desc": "피해를 13 줍니다. 손에 있는 다른 카드 1장당 피해량이 2 감소합니다.",
"damage": 13,
"damagePerOtherHandCard": -2,
"image": "92a5020c978c46bdabab910598118b86"
},
"Finisher": {
@@ -678,7 +687,8 @@
"class": "bandit",
"rarity": "unique",
"desc": "이번 턴에 사용한 공격 카드 1장당 피해를 6 줍니다.",
"damage": 6,
"damage": 0,
"damagePerAttackPlayedThisTurn": 6,
"image": "b1360ed0c4b942309d240634b8f36872"
},
"MementoMori": {
@@ -689,6 +699,7 @@
"rarity": "unique",
"desc": "피해를 9 줍니다. 이번 턴에 버린 카드 1장당 피해량이 4 증가합니다.",
"damage": 9,
"damagePerDiscardedThisTurn": 4,
"image": "0946f69d84464df29b24b94c744c868d"
},
"Strangle": {
@@ -708,7 +719,8 @@
"class": "bandit",
"rarity": "unique",
"desc": "손에 있는 스킬 카드 1장당 피해를 5 줍니다.",
"damage": 5,
"damage": 0,
"damagePerSkillInHand": 5,
"image": "1b0f2dc8abd0434990eee1befefcbe0d"
},
"Pounce": {
@@ -719,6 +731,7 @@
"rarity": "unique",
"desc": "피해를 12 줍니다. 다음에 사용하는 스킬 카드의 비용이 0 이 됩니다.",
"damage": 12,
"nextSkillCostZero": true,
"image": "91a2d1c16cb041549adbf1a0d7b1f37f"
},
"Dash": {
@@ -739,7 +752,7 @@
"class": "bandit",
"rarity": "unique",
"desc": "피해를 15 줍니다. 다음 턴에, 카드를 2장 뽑습니다.",
"draw": 2,
"nextTurnDraw": 2,
"damage": 15,
"image": "b1360ed0c4b942309d240634b8f36872"
},
@@ -751,6 +764,7 @@
"rarity": "unique",
"desc": "피해를 15 줍니다. 이번 턴에 스킬을 사용할 때마다 비용이 1 감소합니다.",
"damage": 15,
"skillCostReductionThisTurn": 1,
"image": "1b0f2dc8abd0434990eee1befefcbe0d"
},
"CalculatedGamble": {
@@ -760,8 +774,9 @@
"class": "bandit",
"rarity": "unique",
"desc": "손에 있는 모든 카드를 버린 뒤, 버린 카드의 수만큼 카드를 뽑습니다. 소멸.",
"draw": 1,
"image": "c1e19219745e44c39ae6ac2f77e347d9"
"image": "c1e19219745e44c39ae6ac2f77e347d9",
"discardAll": true,
"drawPerDiscarded": 1
},
"Expose": {
"name": "들춰내기",
@@ -791,8 +806,8 @@
"class": "bandit",
"rarity": "unique",
"desc": "카드를 1장 뽑습니다. 뽑은 카드가 스킬 카드라면, 방어도를 3 얻습니다.",
"block": 3,
"draw": 1,
"drawSkillBlock": 3,
"image": "91a2d1c16cb041549adbf1a0d7b1f37f"
},
"Acrobatics": {
@@ -833,8 +848,8 @@
"class": "bandit",
"rarity": "unique",
"desc": "손에 있는 카드가 6장이 될 때까지 카드를 뽑습니다.",
"draw": 1,
"image": "c1e19219745e44c39ae6ac2f77e347d9"
"image": "c1e19219745e44c39ae6ac2f77e347d9",
"drawUntilHandSize": 6
},
"BubbleBubble": {
"name": "차오르는 독",
@@ -854,6 +869,7 @@
"rarity": "unique",
"desc": "방어도를 5 얻습니다. 다음 턴 시작 시 방어도가 사라지지 않습니다.",
"block": 5,
"nextTurnKeepBlock": true,
"image": "0946f69d84464df29b24b94c744c868d"
},
"LegSweep": {
@@ -916,8 +932,7 @@
"class": "bandit",
"rarity": "unique",
"desc": "교활. 을 얻습니다.",
"powerEffect": "energyPerTurn",
"value": 1,
"gainEnergy": 1,
"sly": true,
"image": "c1e19219745e44c39ae6ac2f77e347d9"
},
@@ -973,8 +988,8 @@
"rarity": "unique",
"desc": "내 턴 시작 시, 모든 적에게 중독을 2 부여합니다.",
"poison": 2,
"powerEffect": "strengthPerTurn",
"value": 1,
"powerEffect": "poisonPerTurn",
"value": 2,
"image": "19361e72087946b1888684185b40d935"
},
"Accuracy": {
@@ -1007,9 +1022,8 @@
"rarity": "unique",
"desc": "내 턴 동안 카드를 뽑을 때마다, 모든 적에게 피해를 2 줍니다.",
"aoe": true,
"powerEffect": "strengthPerTurn",
"value": 1,
"damage": 2,
"powerEffect": "damagePerTurn",
"value": 2,
"image": "91a2d1c16cb041549adbf1a0d7b1f37f"
},
"GrandFinale": {
@@ -1019,6 +1033,7 @@
"class": "bandit",
"rarity": "legend",
"desc": "뽑을 카드 더미에 카드가 없을 때만 사용할 수 있습니다. 모든 적에게 피해를 60 줍니다.",
"playableWhenDrawPileEmpty": true,
"aoe": true,
"damage": 60,
"image": "dbdbb1b56ae54672ae68ac6882fff6a2"
@@ -1030,6 +1045,7 @@
"class": "bandit",
"rarity": "legend",
"desc": "선천성. 피해를 10 줍니다. 취약을 1 부여합니다. 소멸.",
"innate": true,
"vuln": 1,
"damage": 10,
"image": "b1360ed0c4b942309d240634b8f36872"
@@ -1063,6 +1079,7 @@
"rarity": "legend",
"desc": "피해를 1 줍니다. 이번 전투 동안 뽑은 카드 1장당 피해량이 1 증가합니다.",
"damage": 1,
"damagePerCardDrawnThisCombat": 1,
"image": "b1360ed0c4b942309d240634b8f36872"
},
"Malaise": {
@@ -1072,7 +1089,8 @@
"class": "bandit",
"rarity": "legend",
"desc": "적이 힘을 X 잃습니다. 약화를 X 부여합니다. 소멸.",
"weak": 3,
"useAllEnergy": true,
"xWeakPerEnergy": 1,
"image": "0946f69d84464df29b24b94c744c868d"
},
"Adrenaline": {
@@ -1083,8 +1101,7 @@
"rarity": "legend",
"desc": "를 얻습니다. 카드를 2장 뽑습니다. 소멸.",
"draw": 2,
"powerEffect": "energyPerTurn",
"value": 1,
"gainEnergy": 1,
"image": "91a2d1c16cb041549adbf1a0d7b1f37f"
},
"StormOfSteel": {
@@ -1105,7 +1122,7 @@
"class": "bandit",
"rarity": "legend",
"desc": "손에 있는 모든 카드를 버립니다. 다음 턴에, 공격 카드의 피해량이 2배가 됩니다.",
"draw": 1,
"nextTurnAttackMultiplier": 2,
"discardAll": true,
"image": "0946f69d84464df29b24b94c744c868d"
},
@@ -1116,7 +1133,7 @@
"class": "bandit",
"rarity": "legend",
"desc": "이번 턴 동안 얻는 방어도가 2배가 됩니다.",
"draw": 1,
"blockGainMultiplier": 2,
"image": "0946f69d84464df29b24b94c744c868d"
},
"CorrosiveWave": {
@@ -1166,8 +1183,8 @@
"class": "bandit",
"rarity": "legend",
"desc": "이번 턴 동안 더 이상 카드를 뽑을 수 없습니다. 이번 턴 동안 손에 있는 모든 카드를 비용 없이 사용할 수 있습니다.",
"powerEffect": "energyPerTurn",
"value": 1,
"handCostZeroThisTurn": true,
"drawDisabledThisTurn": true,
"image": "91a2d1c16cb041549adbf1a0d7b1f37f"
},
"Nightmare": {
@@ -1177,7 +1194,9 @@
"class": "bandit",
"rarity": "legend",
"desc": "카드를 1장 선택합니다. 다음 턴에, 그 카드의 복사본을 3장 손으로 가져옵니다. 소멸.",
"draw": 1,
"nextTurnCopies": 3,
"nextTurnSelectHandCard": true,
"nextTurnSelectPrompt": "복사할 카드를 선택하세요",
"image": "0946f69d84464df29b24b94c744c868d"
},
"ToolsOfTheTrade": {
@@ -1187,10 +1206,8 @@
"class": "bandit",
"rarity": "legend",
"desc": "내 턴 시작 시, 카드를 1장 뽑고 카드를 1장 버립니다.",
"draw": 1,
"powerEffect": "energyPerTurn",
"value": 1,
"discard": 1,
"turnStartDraw": 1,
"turnStartDiscard": 1,
"image": "c1e19219745e44c39ae6ac2f77e347d9"
},
"Afterimage": {
@@ -1200,10 +1217,8 @@
"class": "bandit",
"rarity": "legend",
"desc": "카드를 사용할 때마다, 방어도를 1 얻습니다.",
"block": 1,
"powerEffect": "blockPerTurn",
"value": 2,
"image": "0946f69d84464df29b24b94c744c868d"
"image": "0946f69d84464df29b24b94c744c868d",
"cardPlayedBlock": 1
},
"Accelerant": {
"name": "촉진제",
@@ -1223,9 +1238,7 @@
"class": "bandit",
"rarity": "legend",
"desc": "공격 카드가 막히지 않은 피해를 줄 때마다, 중독을 1 부여합니다.",
"poison": 1,
"powerEffect": "strengthPerTurn",
"value": 1,
"attackPoison": 1,
"image": "19361e72087946b1888684185b40d935"
},
"MasterPlanner": {
@@ -1269,9 +1282,7 @@
"class": "bandit",
"rarity": "legend",
"desc": "카드를 사용할 때마다, 무작위 적에게 피해를 4 줍니다.",
"powerEffect": "strengthPerTurn",
"value": 1,
"damage": 4,
"cardPlayedRandomDamage": 4,
"image": "19361e72087946b1888684185b40d935"
},
"Abrasive": {
@@ -1293,6 +1304,7 @@
"class": "bandit",
"rarity": "legend",
"desc": "선천성. 피해를 11 줍니다. 약화를 3 부여합니다.",
"innate": true,
"weak": 3,
"damage": 11,
"image": "b1360ed0c4b942309d240634b8f36872"

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@@ -0,0 +1,10 @@
# 공격 적중 독
`attackPoison`은 전투 중 파워가 들고 있는 공용 필드입니다.
동작:
- 공격 카드가 실제 피해를 주면 독을 부여합니다.
- `aoe` 공격이면 모든 적에게 같은 양의 독을 붙입니다.
- `Envenom` 같은 카드가 이 필드를 사용합니다.

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# Bandit Card Audit
`bandit` 카드의 구현 상태를 카드별로 정리한 문서입니다.
상태 기준:
- `구현됨`: 공용 필드와 공용 로직으로 처리됨
- `부분구현`: 카드 설명의 일부만 맞음
- `미구현`: 아직 전용 메커니즘이 없음
## 구현됨
`Neutralize`, `SilentStrike`, `Survivor`, `SilentDefend`, `Slice`, `DaggerSpray`, `DaggerThrow`, `PoisonedStab`, `SuckerPunch`, `LeadingStrike`, `FollowThrough`, `FlickFlack`, `Prepared`, `Deflect`, `BladeDance`, `Backflip`, `DodgeAndRoll`, `CloakAndDagger`, `DeadlyPoison`, `Snakebite`, `Untouchable`, `Backstab`, `PreciseCut`, `Finisher`, `MementoMori`, `Flechettes`, `Dash`, `Predator`, `CalculatedGamble`, `HiddenDaggers`, `Acrobatics`, `Blur`, `LegSweep`, `Reflex`, `Haze`, `Tactician`, `WellLaidPlans`, `InfiniteBlades`, `Footwork`, `GrandFinale`, `Adrenaline`, `ShadowStep`, `Assassinate`, `Nightmare`, `ToolsOfTheTrade`, `Afterimage`, `StormOfSteel`, `Abrasive`, `Suppress`, `Expertise`, `Shadowmeld`, `Pounce`, `Pinpoint`
공용 메모:
- `poison`, `innate`, `playableWhenDrawPileEmpty` 구현됨
- `retain`, `sly`, `discard`, `discardAll`, `addShiv`, `addShivPerDiscard`, `turnStartShiv`, `retainOne` 구현됨
- `turnStartDraw`, `turnStartDiscard` 구현됨
- `nextTurnBlock`, `nextTurnDraw`, `nextTurnKeepBlock`, `nextTurnAttackMultiplier`, `nextTurnCopies`, `nextTurnSelectHandCard` 구현됨
- `damagePerOtherHandCard`, `damagePerAttackPlayedThisTurn`, `damagePerDiscardedThisTurn`, `damagePerSkillInHand`, `otherHandAtLeast`, `bonusHitsWhenOtherHandAtLeast` 구현됨
- `gainEnergy`, `drawUntilHandSize`, `drawPerDiscarded`, `cardPlayedBlock`, `blockGainMultiplier`, `nextSkillCostZero`, `skillCostReductionThisTurn` 구현됨
## 부분구현
`Ricochet`: 무작위 적 4회 타격이 아니라 일반 분산 공격으로만 처리됨
`Anticipate`: 이번 턴 동안 민첩 2가 아니라 전투 전체 민첩 증가
`PiercingWail`: 이번 턴 적 공격 감소가 아니라 공용 약화/취약 계열만 적용
`Expose`: 방어도/인공물 제거는 없고 취약만 적용됨
`BubbleBubble`: 적이 독을 보유한 경우라는 조건이 아직 없음
`BouncingFlask`: 무작위 적 3번 분산 대신 단일 독 9 처리
## 미구현
`Skewer`: X코스트 연타 공격
`Outbreak`: 독 3번 부여 시 전체 피해 트리거
`Strangle`: 이번 턴 카드 사용마다 추가 피해
`EscapePlan`: 드로우한 카드가 스킬이면 방어도 3
`HandTrick`: 손패의 스킬 카드 하나에 교활 부여
`Mirage`: 모든 적의 독 총합만큼 방어 획득
`UpMySleeve`: 표창 생성 + 비용 감소
`NoxiousFumes`: 턴 시작 전체 적 독 부여 파워
`Accuracy`: 표창 피해 증가 파워
`PhantomBlades`: 표창 보존 + 첫 표창 강화
`Speedster`: 드로우할 때마다 전체 피해
`EchoingSlash`: 처치 시 반복
`TheHunt`: 처치 조건 보상
`Murder`: 이번 전투 동안 뽑은 카드 수 비례 피해
`Malaise`: X코스트 약화/피해 감소
`Pinpoint`: 이번 턴 스킬 비용 감소
`CorrosiveWave`: 드로우할 때마다 독
`BladeOfInk`: 전용 표창 생성
`Burst`: 다음 스킬 1회 추가 사용
`KnifeTrap`: 소멸된 표창 전부 사용
`BulletTime`: 드로우 금지 + 손패 무료 사용
`Accelerant`: 추가 독 발동
`Envenom`: 공격 적중 시 독 부여
`MasterPlanner`: 스킬 사용 시 교활 부여
`Tracking`: 약화된 적이 공격 피해를 2배로 받음
`FanOfKnives`: 표창이 모든 적 대상
`SerpentForm`: 카드 사용할 때마다 무작위 적에게 피해
`WraithForm`: 불가침 2 + 턴 종료 시 민첩 감소
## 다음 축
- 조건부 피해
- 카드 사용 트리거
- 비용/X코스트
- 드로우 연동 파워

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# Card Effect Fields
`data/cards.json`의 카드 효과를 공용 데이터 필드로 표현하는 기준 문서입니다.
## 피해 수치
- `damage`: 기본 피해
- `damagePerOtherHandCard`: 손패의 다른 카드 수만큼 피해 증감
- `damagePerAttackPlayedThisTurn`: 이번 턴에 사용한 공격 카드 수만큼 피해 증감
- `damagePerDiscardedThisTurn`: 이번 턴에 버린 카드 수만큼 피해 증감
- `damagePerSkillInHand`: 손패의 스킬 카드 수만큼 피해 증감
- `otherHandAtLeast`: 손패의 다른 카드가 이 수 이상일 때 조건 충족
- `bonusHitsWhenOtherHandAtLeast`: 조건 충족 시 추가 적중 수
## 방어/상태
- `block`: 방어도 획득
- `cardPlayedBlock`: 카드를 사용할 때마다 방어도 획득
- `blockGainMultiplier`: 이번 턴 동안 얻는 방어도 배수
- `hits`: 다단히트 횟수
- `aoe`: 모든 적 대상
- `pierce`: 방어도 무시
- `draw`: 즉시 드로우
- `drawUntilHandSize`: 손패가 지정 장수에 도달할 때까지 드로우
- `heal`: 즉시 회복
- `gainEnergy`: 즉시 에너지 획득
- `strength`: 힘 획득
- `dex`: 민첩 획득
- `thorns`: 가시 획득
- `selfVuln`: 자신에게 취약 부여
## 상태이상
- `weak`: 약화 부여
- `vuln`: 취약 부여
- `poison`: 중독 부여
`poison`은 적 턴 시작 시 피해를 주고 1 감소합니다.
## 드로우/버리기
- `discard`: 손패에서 지정 장수 버리기
- `discardAll`: 손패 전부 버리기
- `drawPerDiscarded`: 버린 카드 1장당 추가 드로우
- `addShiv`: 표창 생성
- `addShivPerDiscard`: 버린 장수만큼 표창 생성
- `sly`: 버려질 때 교활 발동
- `retain`: 턴 종료 시 해당 카드 보존
## 파워/턴 효과
- `powerEffect: "strengthPerTurn"`
- `powerEffect: "energyPerTurn"`
- `powerEffect: "blockPerTurn"`
- `powerEffect: "retainOne"`
- `turnStartShiv`: 턴 시작 시 표창 생성
- `turnStartDraw`: 턴 시작 시 추가 드로우
- `turnStartDiscard`: 턴 시작 시 카드 버리기
## 다음 턴 예약
- `nextTurnBlock`: 다음 턴 시작 시 방어도 획득
- `nextTurnDraw`: 다음 턴 시작 시 추가 드로우
- `nextTurnKeepBlock`: 다음 턴 시작 시 기존 방어도 유지
- `nextTurnAttackMultiplier`: 다음 턴 공격 피해 배수
- `nextTurnCopies`: 다음 턴에 손패에서 가져올 복사본 수
- `nextTurnSelectHandCard`: 현재 손패에서 카드 1장 선택
- `nextTurnSelectPrompt`: 선택 UI 문구
- `nextSkillCostZero`: 다음 스킬 카드 비용을 0으로 만듦
- `skillCostReductionThisTurn`: 이번 턴 스킬 카드 비용을 일정량 감소
## 기타
- `innate`: 전투 시작 시 첫 손패에 우선 진입
- `playableWhenDrawPileEmpty`: 뽑을 카드 더미가 비었을 때만 사용 가능
- `exhaust`: 사용 후 소멸
- `unplayable`: 사용 불가
- `curse`: 저주 카드
- `token`: 토큰 카드
- `endTurnDamage`: 턴 종료 시 손패에 있으면 피해
## 사용 원칙
- 카드 전용 분기보다 공용 필드를 먼저 쓴다.
- 같은 효과는 같은 필드로 재사용한다.
- 새 카드가 같은 패턴이면 먼저 공용 필드를 추가한다.

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# 카드 사용 시 피해
`cardPlayedDamage`는 카드를 사용할 때마다 현재 대상에게 체력을 직접 깎는 공용 효과입니다. 방어도는 무시하고, 같은 필드를 다른 카드에도 그대로 붙여 재사용할 수 있습니다.
`cardPlayedRandomDamage`는 같은 시점에 살아 있는 적 하나를 랜덤으로 골라 체력을 직접 깎습니다. `Strangle``SerpentForm` 같은 카드가 이 계열을 씁니다.

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# Codex Workflow
이 저장소에서 작업할 때는 토큰과 변경량을 아끼는 쪽을 기본으로 둔다.
## 작업 원칙
- 이미 확인한 사실은 다시 읽지 않는다.
- 같은 내용을 통째로 지우고 새로 쓰지 않는다.
- 수정은 가능한 한 `apply_patch`로 섹션 단위만 한다.
- 문서는 전체 재작성보다 부분 수정으로 유지한다.
- 카드 구현은 한 번에 하나씩, 공용 필드 우선으로 넣는다.
- 새 기능은 `데이터 1곳 + 런타임 1곳 + 테스트 1곳` 순서로 맞춘다.
## 읽기 원칙
- 파일은 필요한 것만 읽는다.
- 비슷한 파일은 병렬로 한 번에 확인한다.
- 같은 정보를 여러 번 요약하지 않는다.
## 쓰기 원칙
- 공용으로 표현 가능한 효과는 카드 전용 분기로 만들지 않는다.
- 같은 의미의 효과는 같은 필드 이름을 쓴다.
- 문서는 카드별 상태표와 공용 필드 사전을 분리해서 유지한다.
## 응답 원칙
- 중간 보고는 짧게 한다.
- 바뀐 점과 남은 점만 말한다.
- 불필요한 재설명은 줄인다.

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# 전투 드로우 누적
`damagePerCardDrawnThisCombat`은 이번 전투 동안 실제로 뽑힌 카드 수를 기준으로 공격력을 올리는 공용 필드입니다.
적용 예시:
- `Murder`: 이번 전투 동안 뽑은 카드 1장당 피해량이 1 증가

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# 드로우 연동 효과
드로우 결과를 받아 후속 효과를 처리하는 공용 패턴을 정리합니다.
## 현재 구현
- `draw`: 카드를 뽑음
- `drawUntilHandSize`: 손패가 지정 수치가 될 때까지 뽑음
- `drawSkillBlock`: 이번 카드로 뽑힌 카드 중 스킬 카드마다 방어도를 얻음
## 동작 방식
- 드로우 함수는 이번에 뽑힌 카드 ID 목록을 반환합니다.
- 카드 효과는 그 목록을 보고 조건을 판정합니다.
- 그래서 `EscapePlan` 같은 카드뿐 아니라, 나중에 같은 규칙이 필요한 카드에도 같은 필드를 붙이면 됩니다.
## 예시
- `EscapePlan`
- `draw = 1`
- `drawSkillBlock = 3`

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# X 코스트 카드
`useAllEnergy`는 카드가 사용될 때 남은 에너지를 전부 쓰는 공용 필드입니다.
연동 필드:
- `xDamagePerEnergy`: 에너지 1당 피해량
- `xWeakPerEnergy`: 에너지 1당 약화량
적용 예시:
- `Skewer`: 남은 에너지 전부를 써서 `8 * energy` 피해
- `Malaise`: 남은 에너지 전부를 써서 약화 부여

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@@ -27,6 +27,16 @@ export function shuffle(arr, rng) {
return a;
}
function prepareCombatDrawPile(deck, cards) {
const rest = [];
const innate = [];
for (const id of deck) {
if (cards[id]?.innate === true) innate.push(id);
else rest.push(id);
}
return rest.concat(innate);
}
// 공격 피해 공식 — Lua CalcPlayerAttack(힘·약화) + DealDamageToTarget(취약)과 동기화.
// floor((base + str) * (weak>0 ? 0.75 : 1)) → floor(... * (vulnOnTarget>0 ? 1.5 : 1))
// 보상 카드 등급 추첨 (Lua OfferReward 미러) — roll ∈ 1..100, normal 70 / unique 25 / legend 5
@@ -70,16 +80,43 @@ export function loadData() {
return { cards: cardsData.cards, starterDeck: cardsData.starterDecks.warrior, monsters };
}
function canPlayCardNow(card, ctx = {}) {
if (!card) return false;
if (card.playableWhenDrawPileEmpty === true && (ctx.drawPileCount || 0) > 0) return false;
return true;
}
// 주의: 인게임은 플레이어가 카드를 직접 선택한다. 이 chooseAction은 밸런스 추정용 자동 플레이 휴리스틱일 뿐
// 이며, Lua에 대응 AI가 없다(동기화 대상은 데미지/방어/의도/승패 규칙이지 플레이어 선택이 아님).
// 손패에서 낼 카드 인덱스(-1=종료). 파워 우선(지속 가치) → 공격 → 스킬.
export function chooseAction(hand, cards, energy) {
const entries = hand.map((id, i) => ({ id, i })).filter((x) => cards[x.id] && cards[x.id].cost <= energy && !cards[x.id].unplayable);
export function chooseAction(hand, cards, energy, ctx = {}) {
const entries = hand.map((id, i) => ({ id, i })).filter((x) => {
const card = cards[x.id];
if (!card || card.unplayable || !canPlayCardNow(card, ctx)) return false;
let effectiveCost = card.cost || 0;
if (ctx.handCostZeroThisTurn === true) effectiveCost = 0;
else if (card.useAllEnergy === true) effectiveCost = 1;
else if (card.kind === 'Skill') {
if (ctx.nextSkillCostZero === true) effectiveCost = 0;
else effectiveCost = Math.max(0, effectiveCost - (ctx.skillCostReductionThisTurn || 0));
}
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 dmgEff = (x) => (cards[x.id].damage || 0) / Math.max(cards[x.id].cost, 1);
const blkEff = (x) => (cards[x.id].block || 0) / Math.max(cards[x.id].cost, 1);
const effectiveCost = (card) => {
let cost = card.cost || 0;
if (ctx.handCostZeroThisTurn === true) cost = 0;
else if (card.useAllEnergy === true) cost = 1;
else if (card.kind === 'Skill') {
if (ctx.nextSkillCostZero === true) cost = 0;
else cost = Math.max(0, cost - (ctx.skillCostReductionThisTurn || 0));
}
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 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;
@@ -106,12 +143,23 @@ function bump(s, cost, dmg, blk) {
export function simulateCombat(data, rng, stats) {
const { cards, starterDeck, monsters } = data;
if (monsters.length === 0) return { win: true, turns: 0, playerHpRemaining: PLAYER_HP };
let drawPile = shuffle(starterDeck, rng);
let drawPile = prepareCombatDrawPile(shuffle(starterDeck, rng), cards);
let discard = [];
const exhaust = [];
let hand = [];
let pHp = PLAYER_HP, pBlock = 0;
let pStr = 0, pDex = 0, pThorns = 0, pWeak = 0, pVuln = 0;
let blockGainMultiplier = 1;
let handCostZeroThisTurn = false;
let drawDisabledThisTurn = false;
let nextSkillCostZero = false;
let skillCostReductionThisTurn = 0;
let nextTurnBlock = 0, nextTurnDraw = 0, nextTurnKeepBlock = false;
let nextTurnAttackMultiplier = 1, turnAttackMultiplier = 1;
let nextTurnAddCards = [];
let turnAttackCardsPlayed = 0, turnDiscardedCards = 0;
let cardsDrawnThisCombat = 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,
@@ -120,16 +168,21 @@ export function simulateCombat(data, rng, stats) {
let turns = 0;
function draw(n) {
const drawn = [];
if (drawDisabledThisTurn === true) return drawn;
for (let k = 0; k < n; k++) {
if (drawPile.length === 0) { drawPile = shuffle(discard, rng); discard = []; }
if (drawPile.length === 0) break;
const card = drawPile.pop();
drawn.push(card);
cardsDrawnThisCombat++;
// 손패 10장 상한 — 초과 드로는 자동 버림 (Lua DrawCards 동기화)
if (hand.length >= 10) {
discard.push(card);
triggerSly(card);
} else hand.push(card);
}
return drawn;
}
function addCardsToHand(id, n) {
for (let k = 0; k < n; k++) {
@@ -137,25 +190,119 @@ export function simulateCombat(data, rng, stats) {
else hand.push(id);
}
}
function addBlock(base) {
let amount = base || 0;
if (amount > 0) amount += pDex;
if (blockGainMultiplier > 1) amount *= blockGainMultiplier;
if (amount < 0) amount = 0;
pBlock += amount;
return amount;
}
function discardForTurnStart(n) {
const cnt = Math.min(n, hand.length);
for (let i = 0; i < cnt; i++) {
const idx = hand
.map((id, k) => ({ id, k, card: cards[id] }))
.sort((a, b) => {
const ac = a.card?.cost || 0;
const bc = b.card?.cost || 0;
if (ac !== bc) return ac - bc;
const ad = a.card?.damage || 0;
const bd = b.card?.damage || 0;
if (ad !== bd) return ad - bd;
return a.k - b.k;
})[0]?.k;
if (idx == null) break;
discardHandCard(idx, true);
}
}
function countOtherHandSkills(currentId) {
let n = 0;
let skippedSelf = false;
for (const id of hand) {
if (!skippedSelf && id === currentId) { skippedSelf = true; continue; }
if (cards[id]?.kind === 'Skill') n++;
}
return n;
}
function attackBaseForCard(id, c) {
let base = c.damage || 0;
const otherHand = Math.max(0, hand.length - 1);
if (c.damagePerOtherHandCard) base += otherHand * c.damagePerOtherHandCard;
if (c.damagePerAttackPlayedThisTurn) base += turnAttackCardsPlayed * c.damagePerAttackPlayedThisTurn;
if (c.damagePerDiscardedThisTurn) base += turnDiscardedCards * c.damagePerDiscardedThisTurn;
if (c.damagePerSkillInHand) base += countOtherHandSkills(id) * c.damagePerSkillInHand;
if (c.damagePerCardDrawnThisCombat) base += cardsDrawnThisCombat * c.damagePerCardDrawnThisCombat;
if (base < 0) base = 0;
return base;
}
function queueNextTurnAddCard(id, n) {
if (!id || !n || n <= 0) return;
const entry = nextTurnAddCards.find((x) => x.cardId === id);
if (entry) entry.amount += n;
else nextTurnAddCards.push({ cardId: id, amount: n });
}
function queueNextTurnEffects(c) {
if (!c) return;
if (c.nextTurnBlock) nextTurnBlock += c.nextTurnBlock;
if (c.nextTurnDraw) nextTurnDraw += c.nextTurnDraw;
if (c.nextTurnKeepBlock === true) nextTurnKeepBlock = true;
if (c.nextTurnAttackMultiplier && c.nextTurnAttackMultiplier > 0) nextTurnAttackMultiplier *= c.nextTurnAttackMultiplier;
}
function queueSelectedReserve(c) {
if (!c?.nextTurnSelectHandCard || !c.nextTurnCopies || hand.length === 0) return;
const choice = hand
.map((id, i) => ({ id, i, card: cards[id] }))
.sort((a, b) => {
const ak = a.card?.kind === 'Attack' ? 3 : a.card?.kind === 'Skill' ? 2 : 1;
const bk = b.card?.kind === 'Attack' ? 3 : b.card?.kind === 'Skill' ? 2 : 1;
if (bk !== ak) return bk - ak;
const ad = a.card?.damage || 0;
const bd = b.card?.damage || 0;
if (bd !== ad) return bd - ad;
return a.i - b.i;
})[0];
if (choice?.id) queueNextTurnAddCard(choice.id, c.nextTurnCopies);
}
const aliveList = () => mob.filter((m) => m.alive);
function powerFieldTotal(field) {
let total = 0;
for (const pid of powers) {
const pc = cards[pid];
if (pc?.[field] != null) total += pc[field];
}
return total;
}
function resolveCardEffects(id, c, costSpent, recordStats = true) {
const alive = aliveList();
let dmg = 0;
let blockGained = 0;
if (c.blockGainMultiplier && c.blockGainMultiplier > 0) blockGainMultiplier *= c.blockGainMultiplier;
if (c.nextSkillCostZero === true) nextSkillCostZero = true;
if (c.skillCostReductionThisTurn && c.skillCostReductionThisTurn > 0) skillCostReductionThisTurn += c.skillCostReductionThisTurn;
if (c.handCostZeroThisTurn === true) handCostZeroThisTurn = true;
if (c.drawDisabledThisTurn === true) drawDisabledThisTurn = true;
const xEnergy = costSpent || 0;
if (c.kind === 'Attack') {
if (alive.length && c.damage) {
const target = chooseTarget(alive, calcAttack(c.damage || 0, pStr, pWeak, 0));
if (alive.length && (c.damage || c.xDamagePerEnergy)) {
const baseDamage = c.xDamagePerEnergy ? xEnergy * c.xDamagePerEnergy : attackBaseForCard(id, c);
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;
const hitN = c.hits || 1;
let totalNv = 0;
for (let h = 0; h < hitN; h++) totalNv += calcAttack(c.damage || 0, pStr, pWeak, 0);
for (let h = 0; h < hitN; h++) totalNv += calcAttack(baseDamage || 0, pStr, pWeak, 0) * turnAttackMultiplier;
dmg = totalNv;
if (c.aoe === true) {
for (const m2 of aliveList()) {
const d2 = m2.vuln > 0 ? Math.floor(totalNv * 1.5) : totalNv;
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;
}
} else {
@@ -167,17 +314,20 @@ export function simulateCombat(data, rng, stats) {
const r = applyDamage(target.hp, target.block, dmg);
target.hp = r.hp; target.block = r.block;
}
const attackPoison = powerFieldTotal('attackPoison');
if (dmg > 0 && attackPoison > 0) target.poison += attackPoison;
if (target.hp <= 0) target.alive = false;
}
}
if (c.block) { blockGained = Math.max(0, c.block + pDex); pBlock += blockGained; }
if (c.block) blockGained = addBlock(c.block);
} else if (c.kind === 'Power') {
if (recordStats) powers.push(id);
} else {
if (c.block) { blockGained = Math.max(0, c.block + pDex); pBlock += blockGained; }
if ((c.weak || c.vuln || c.poison) && alive.length) {
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 (c.weak) target.weak += c.weak;
if (weakAmount) target.weak += weakAmount;
if (c.vuln) target.vuln += c.vuln;
if (c.poison) target.poison += c.poison;
}
@@ -187,8 +337,39 @@ export function simulateCombat(data, rng, stats) {
if (c.thorns) pThorns += c.thorns;
if (c.selfVuln) pVuln += c.selfVuln;
if (c.heal) pHp = Math.min(pHp + c.heal, PLAYER_HP);
if (c.draw) draw(c.draw);
if (c.gainEnergy) energy += c.gainEnergy;
queueNextTurnEffects(c);
let drawnCards = [];
if (c.draw) drawnCards = drawnCards.concat(draw(c.draw));
if (c.drawUntilHandSize) {
const need = c.drawUntilHandSize - Math.max(0, hand.length - 1);
if (need > 0) drawnCards = drawnCards.concat(draw(need));
}
if (c.drawSkillBlock && c.drawSkillBlock > 0) {
for (const drawnId of drawnCards) {
if (cards[drawnId]?.kind === 'Skill') blockGained += addBlock(c.drawSkillBlock);
}
}
if (c.addShiv && !c.discard && c.discardAll !== true) addCardsToHand('Shiv', c.addShiv);
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 (recordStats && stats) stats[id] = bump(stats[id], costSpent, dmg, blockGained);
}
function triggerSly(id) {
@@ -200,6 +381,7 @@ export function simulateCombat(data, rng, stats) {
const [id] = hand.splice(idx, 1);
if (!id) return;
discard.push(id);
turnDiscardedCards++;
if (trigger) triggerSly(id);
}
function applyDiscardEffects(c) {
@@ -212,31 +394,72 @@ export function simulateCombat(data, rng, stats) {
}
if (c.addShiv && (c.discard || c.discardAll === true)) addCardsToHand('Shiv', c.addShiv);
if (c.addShivPerDiscard === true) addCardsToHand('Shiv', discarded);
if (c.drawPerDiscarded) draw(discarded * c.drawPerDiscarded);
}
while (turns < MAX_TURNS) {
turns++;
turnAttackCardsPlayed = 0;
turnDiscardedCards = 0;
blockGainMultiplier = 1;
handCostZeroThisTurn = false;
drawDisabledThisTurn = false;
skillCostReductionThisTurn = 0;
// 파워 발동 — Lua StartPlayerTurn 동기화 (블록 리셋 후 strength/energy/block 파워)
pBlock = 0;
if (nextTurnKeepBlock === true) nextTurnKeepBlock = false;
else pBlock = 0;
turnAttackMultiplier = nextTurnAttackMultiplier;
nextTurnAttackMultiplier = 1;
let energyBonus = 0;
let powerTurnDraw = 0;
let powerTurnDiscard = 0;
for (const pid of powers) {
const pc = cards[pid];
if (!pc) continue;
if (pc.powerEffect === 'strengthPerTurn') pStr += pc.value;
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;
} else if (pc.powerEffect === 'damagePerTurn') {
for (const m of mob) {
if (!m.alive) continue;
const r = applyDamage(m.hp, m.block, pc.value || 0);
m.hp = r.hp; m.block = r.block;
if (m.hp <= 0) m.alive = false;
}
}
if (pc.turnStartShiv) addCardsToHand('Shiv', pc.turnStartShiv);
if (pc.turnStartDraw) powerTurnDraw += pc.turnStartDraw;
if (pc.turnStartDiscard) powerTurnDiscard += pc.turnStartDiscard;
}
let energy = ENERGY + energyBonus; draw(HAND_SIZE);
if (nextTurnBlock > 0) { addBlock(nextTurnBlock); nextTurnBlock = 0; }
if (nextTurnAddCards.length) {
for (const entry of nextTurnAddCards) addCardsToHand(entry.cardId, entry.amount);
nextTurnAddCards = [];
}
energy = ENERGY + energyBonus;
const drawBonus = nextTurnDraw + powerTurnDraw;
nextTurnDraw = 0;
draw(HAND_SIZE + drawBonus);
if (powerTurnDiscard > 0) discardForTurnStart(powerTurnDiscard);
while (true) {
const alive = aliveList();
if (alive.length === 0) break;
const idx = chooseAction(hand, cards, energy);
const idx = chooseAction(hand, cards, energy, { drawPileCount: drawPile.length, nextSkillCostZero, skillCostReductionThisTurn, handCostZeroThisTurn });
if (idx < 0) break;
const id = hand[idx], c = cards[id];
energy -= c.cost;
resolveCardEffects(id, c, c.cost);
const skillFree = c.kind === 'Skill' && nextSkillCostZero === true;
const baseCost = c.cost || 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);
if (c.kind === 'Attack') turnAttackCardsPlayed++;
if (skillFree === true && c.nextSkillCostZero !== true) nextSkillCostZero = false;
const playedBlock = powerFieldTotal('cardPlayedBlock');
if (playedBlock > 0) addBlock(playedBlock);
hand.splice(idx, 1);
queueSelectedReserve(c);
if (c.exhaust === true || String(c.desc || '').includes('소멸.')) exhaust.push(id);
else if (c.kind !== 'Power') discard.push(id);
applyDiscardEffects(c);

View File

@@ -13,6 +13,85 @@ test('rarityForRoll: 70/25/5 경계 (Lua OfferReward 미러)', () => {
assert.equal(rarityForRoll(100), 'legend');
});
test("simulateCombat: nextTurnBlock grants block on the following turn", () => {
const data = {
cards: {
GuardLater: { name: "예약 방어", cost: 0, kind: "Skill", nextTurnBlock: 4 },
Pass: { name: "대기", cost: 99, kind: "Skill", block: 0 },
},
starterDeck: ["GuardLater", "Pass"],
monsters: [{ name: "Dummy", maxHp: 99, intents: [{ kind: "Attack", value: 3 }, { kind: "Attack", value: 3 }] }],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, false);
assert.equal(r.draw, true);
assert.equal(r.playerHpRemaining, 77);
});
test("simulateCombat: nextTurnDraw draws extra cards next turn", () => {
const data = {
cards: {
Setup: { name: "설치", cost: 0, kind: "Skill", nextTurnDraw: 2 },
Hit1: { name: "타격1", cost: 0, kind: "Attack", damage: 3 },
Hit2: { name: "타격2", cost: 0, kind: "Attack", damage: 3 },
Pass1: { name: "대기1", cost: 99, kind: "Skill", block: 0 },
Pass2: { name: "대기2", cost: 99, kind: "Skill", block: 0 },
Pass3: { name: "대기3", cost: 99, kind: "Skill", block: 0 },
Pass4: { name: "대기4", cost: 99, kind: "Skill", block: 0 },
},
starterDeck: ["Hit1", "Hit2", "Pass1", "Pass2", "Pass3", "Pass4", "Setup"],
monsters: [{ name: "Dummy", maxHp: 6, intents: [{ kind: "Attack", value: 0 }] }],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, true);
assert.equal(r.turns, 2);
});
test("simulateCombat: nextTurnKeepBlock preserves current block", () => {
const data = {
cards: {
BlurLater: { name: "흐릿함", cost: 0, kind: "Skill", block: 5, nextTurnKeepBlock: true },
Pass: { name: "대기", cost: 99, kind: "Skill", block: 0 },
},
starterDeck: ["BlurLater", "Pass"],
monsters: [{ name: "Dummy", maxHp: 99, intents: [{ kind: "Attack", value: 3 }, { kind: "Attack", value: 3 }] }],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, false);
assert.equal(r.draw, true);
assert.equal(r.playerHpRemaining, 80);
});
test("simulateCombat: nextTurnAttackMultiplier boosts attacks next turn", () => {
const data = {
cards: {
Prep: { name: "그림자 걸음", cost: 0, kind: "Skill", nextTurnAttackMultiplier: 2 },
Hit: { name: "타격", cost: 0, kind: "Attack", damage: 3 },
Pass: { name: "대기", cost: 99, kind: "Skill", block: 0 },
},
starterDeck: ["Prep", "Pass", "Hit"],
monsters: [{ name: "Dummy", maxHp: 6, intents: [{ kind: "Attack", value: 0 }] }],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, true);
assert.equal(r.turns, 2);
});
test("simulateCombat: nextTurnSelectHandCard queues selected copies for next turn", () => {
const data = {
cards: {
Nightmare: { name: "악몽", cost: 0, kind: "Skill", nextTurnCopies: 3, nextTurnSelectHandCard: true },
Hit: { name: "타격", cost: 0, kind: "Attack", damage: 2 },
Pass: { name: "대기", cost: 99, kind: "Skill", block: 0 },
},
starterDeck: ["Pass", "Nightmare", "Hit"],
monsters: [{ name: "Dummy", maxHp: 6, intents: [{ kind: "Attack", value: 0 }] }],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, true);
assert.equal(r.turns, 4);
});
test('applyDamage: 방어 우선 차감 후 hp', () => {
assert.deepEqual(applyDamage(80, 0, 10), { hp: 70, block: 0 });
assert.deepEqual(applyDamage(80, 5, 10), { hp: 75, block: 0 });
@@ -461,3 +540,329 @@ test("simulateCombat: addShiv creates shuriken cards in hand", () => {
assert.equal(r.win, true);
assert.equal(r.turns, 1);
});
test("simulateCombat: innate cards are drawn into the opening hand first", () => {
const data = {
cards: {
Backstab: { name: "배신", cost: 0, kind: "Attack", damage: 11, innate: true, exhaust: true },
Pass1: { name: "대기1", cost: 99, kind: "Skill", block: 0 },
Pass2: { name: "대기2", cost: 99, kind: "Skill", block: 0 },
Pass3: { name: "대기3", cost: 99, kind: "Skill", block: 0 },
Pass4: { name: "대기4", cost: 99, kind: "Skill", block: 0 },
Pass5: { name: "대기5", cost: 99, kind: "Skill", block: 0 },
},
starterDeck: ["Pass1", "Pass2", "Pass3", "Pass4", "Pass5", "Backstab"],
monsters: [{ name: "Dummy", maxHp: 11, intents: [{ kind: "Attack", value: 0 }] }],
};
const r = simulateCombat(data, () => 0);
assert.equal(r.win, true);
assert.equal(r.turns, 1);
});
test("simulateCombat: GrandFinale waits until draw pile is empty", () => {
const data = {
cards: {
Finale: { name: "피날레", cost: 0, kind: "Attack", damage: 60, aoe: true, playableWhenDrawPileEmpty: true },
Pass1: { name: "대기1", cost: 99, kind: "Skill", block: 0 },
Pass2: { name: "대기2", cost: 99, kind: "Skill", block: 0 },
Pass3: { name: "대기3", cost: 99, kind: "Skill", block: 0 },
Pass4: { name: "대기4", cost: 99, kind: "Skill", block: 0 },
Pass5: { name: "대기5", cost: 99, kind: "Skill", block: 0 },
},
starterDeck: ["Pass1", "Pass2", "Pass3", "Pass4", "Pass5", "Finale"],
monsters: [{ name: "Dummy", maxHp: 60, intents: [{ kind: "Attack", value: 0 }] }],
};
const r = simulateCombat(data, () => 0);
assert.equal(r.win, false);
assert.equal(r.draw, true);
});
test("simulateCombat: turnStartDraw and turnStartDiscard powers resolve at turn start", () => {
const data = {
cards: {
Tool: { name: "작업 도구", cost: 0, kind: "Power", turnStartDraw: 1, turnStartDiscard: 1 },
Hit1: { name: "타격1", cost: 0, kind: "Attack", damage: 3 },
Hit2: { name: "타격2", cost: 0, kind: "Attack", damage: 3 },
Pass1: { name: "대기1", cost: 99, kind: "Skill", block: 0 },
Pass2: { name: "대기2", cost: 99, kind: "Skill", block: 0 },
Pass3: { name: "대기3", cost: 99, kind: "Skill", block: 0 },
},
starterDeck: ["Tool", "Pass1", "Pass2", "Pass3", "Hit1", "Hit2"],
monsters: [{ name: "Dummy", maxHp: 6, intents: [{ kind: "Attack", value: 0 }] }],
};
const r = simulateCombat(data, () => 0);
assert.equal(r.win, true);
assert.equal(r.turns, 1);
});
test("chooseAction: GrandFinale is blocked until draw pile is empty", () => {
const cards = {
Finale: { name: "피날레", cost: 0, kind: "Attack", damage: 60, playableWhenDrawPileEmpty: true },
Defend: { name: "방어", cost: 1, kind: "Skill", block: 5 },
};
assert.equal(chooseAction(["Finale", "Defend"], cards, 3, { drawPileCount: 1 }), 1);
assert.equal(chooseAction(["Finale"], cards, 3, { drawPileCount: 0 }), 0);
});
test("simulateCombat: damagePerAttackPlayedThisTurn scales Finisher", () => {
const data = {
cards: {
Hit: { name: "타격", cost: 0, kind: "Attack", damage: 6 },
Finisher: { name: "마무리", cost: 0, kind: "Attack", damage: 0, damagePerAttackPlayedThisTurn: 6 },
},
starterDeck: ["Hit", "Finisher"],
monsters: [{ name: "Dummy", maxHp: 12, intents: [{ kind: "Attack", value: 0 }] }],
};
const r = simulateCombat(data, () => 0);
assert.equal(r.win, true);
assert.equal(r.turns, 2);
});
test("simulateCombat: damagePerOtherHandCard and damagePerSkillInHand are applied", () => {
const data = {
cards: {
Precise: { name: "정밀", cost: 0, kind: "Attack", damage: 13, damagePerOtherHandCard: -2 },
Flechettes: { name: "프레췌", cost: 0, kind: "Attack", damage: 0, damagePerSkillInHand: 5 },
Skill1: { name: "스킬1", cost: 99, kind: "Skill", block: 0 },
Skill2: { name: "스킬2", cost: 99, kind: "Skill", block: 0 },
Blank: { name: "공백", cost: 99, kind: "Skill", block: 0 },
},
starterDeck: ["Skill1", "Skill2", "Blank", "Precise", "Flechettes"],
monsters: [{ name: "Dummy", maxHp: 21, intents: [{ kind: "Attack", value: 0 }] }],
};
const r = simulateCombat(data, () => 0);
assert.equal(r.win, true);
assert.equal(r.turns, 5);
});
test("simulateCombat: damagePerDiscardedThisTurn and bonusHitsWhenOtherHandAtLeast work", () => {
const data = {
cards: {
Toss: { name: "버리기", cost: 0, kind: "Skill", discard: 1 },
Memento: { name: "메멘토", cost: 0, kind: "Attack", damage: 9, damagePerDiscardedThisTurn: 4 },
Follow: { name: "완수", cost: 0, kind: "Attack", damage: 7, otherHandAtLeast: 2, bonusHitsWhenOtherHandAtLeast: 1 },
Blank1: { name: "공백1", cost: 99, kind: "Skill", block: 0 },
Blank2: { name: "공백2", cost: 99, kind: "Skill", block: 0 },
},
starterDeck: ["Toss", "Memento", "Follow", "Blank1", "Blank2"],
monsters: [{ name: "Dummy", maxHp: 27, intents: [{ kind: "Attack", value: 0 }] }],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, true);
assert.equal(r.turns, 2);
});
test("simulateCombat: gainEnergy, drawUntilHandSize, and drawPerDiscarded are applied", () => {
const data = {
cards: {
Adrenaline: { name: "Adrenaline", cost: 0, kind: "Skill", gainEnergy: 1, draw: 2, exhaust: true },
Expertise: { name: "Expertise", cost: 1, kind: "Skill", drawUntilHandSize: 6 },
Gamble: { name: "Gamble", cost: 0, kind: "Skill", discardAll: true, drawPerDiscarded: 1, exhaust: true },
Tactician: { name: "Tactician", cost: 99, kind: "Skill", gainEnergy: 1, sly: true },
Hit1: { name: "Hit1", cost: 1, kind: "Attack", damage: 6 },
Hit2: { name: "Hit2", cost: 1, kind: "Attack", damage: 6 },
Hit3: { name: "Hit3", cost: 1, kind: "Attack", damage: 6 },
},
starterDeck: ["Adrenaline", "Expertise", "Gamble", "Tactician", "Hit1", "Hit2", "Hit3"],
monsters: [{ name: "Dummy", maxHp: 18, intents: [{ kind: "Attack", value: 0 }] }],
};
const r = simulateCombat(data, () => 0);
assert.equal(r.win, true);
assert.equal(r.turns, 1);
});
test("simulateCombat: cardPlayedBlock grants block whenever a card is played", () => {
const data = {
cards: {
After: { name: "Afterimage", cost: 1, kind: "Power", cardPlayedBlock: 1 },
Hit: { name: "Hit", cost: 1, kind: "Attack", damage: 1 },
},
starterDeck: ["After", "Hit", "Hit", "Hit", "Hit"],
monsters: [{ name: "Dummy", maxHp: 9999, intents: [{ kind: "Attack", value: 1 }] }],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.draw, true);
assert.equal(r.playerHpRemaining, 80);
});
test("simulateCombat: blockGainMultiplier doubles block gain for the turn", () => {
const data = {
cards: {
Shadow: { name: "Shadowmeld", cost: 1, kind: "Skill", block: 5, blockGainMultiplier: 2 },
Shield: { name: "Shield", cost: 1, kind: "Skill", block: 2 },
},
starterDeck: ["Shadow", "Shield"],
monsters: [{ name: "Dummy", maxHp: 9999, intents: [{ kind: "Attack", value: 8 }] }],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.draw, true);
assert.equal(r.playerHpRemaining, 80);
});
test("simulateCombat: nextSkillCostZero makes the next skill free", () => {
const data = {
cards: {
Pounce: { name: "Pounce", cost: 2, kind: "Attack", damage: 12, nextSkillCostZero: true },
Guard: { name: "Guard", cost: 2, kind: "Skill", block: 8 },
},
starterDeck: ["Pounce", "Guard"],
monsters: [{ name: "Dummy", maxHp: 9999, intents: [{ kind: "Attack", value: 8 }] }],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.draw, true);
assert.equal(r.playerHpRemaining, 80);
});
test("chooseAction: skillCostReductionThisTurn allows discounted skills", () => {
const cards = {
Guard: { name: "Guard", cost: 2, kind: "Skill", block: 8 },
};
assert.equal(chooseAction(["Guard"], cards, 1, { skillCostReductionThisTurn: 1 }), 0);
assert.equal(chooseAction(["Guard"], cards, 1, {}), -1);
});
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: {
Escape: { name: "EscapePlan", cost: 0, kind: "Skill", draw: 1, drawSkillBlock: 3, innate: true, exhaust: true },
Filler1: { name: "Filler1", cost: 99, kind: "Skill", block: 0 },
Filler2: { name: "Filler2", cost: 99, kind: "Skill", block: 0 },
Filler3: { name: "Filler3", cost: 99, kind: "Skill", block: 0 },
Filler4: { name: "Filler4", cost: 99, kind: "Skill", block: 0 },
Filler5: { name: "Filler5", cost: 99, kind: "Skill", block: 0 },
},
starterDeck: ["Escape", "Filler1", "Filler2", "Filler3", "Filler4", "Filler5"],
monsters: [{ name: "Dummy", maxHp: 9999, intents: [{ kind: "Attack", value: 0 }] }],
};
const stats = {};
const r = simulateCombat(data, () => 0.999999, stats);
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);
});

View File

@@ -3,6 +3,14 @@ import { CARDS, ENEMIES, CLASSES, JOBS, SOUL_UNLOCKS, CARDFRAMES, RARITIES, MAP_
import { UI_FILE, COMMON_FILE, UI_ROOT, GENERATED_UI_SECTIONS, UI_APPEND_ORDER, DISABLED_STOCK_CONTROLS, TRANSPARENT, DARK, GOLD, ATTACK, DEFEND, SKILL, DAMAGE_DIGIT_RUIDS, DAMAGE_POP_MAX_DIGITS, DAMAGE_POP_DIGIT_W, DAMAGE_POP_DIGIT_H, DAMAGE_POP_DIGIT_SPACING, MAX_MONSTERS, HEAD_OFFSET_Y, HP_BAR_W, WHITE, CARD_NAME_TEXT, CARD_DESC_TEXT, cardFaceLayout, CARD_W, CARD_H, CARD_SPACING, CARD_XS, ALIGN_CENTER, ALIGN_BOTTOM_CENTER, guid, transform, sprite, button, text, scrollLayoutGroup, popupLayerFor, uiOrderFor, displayOrderFor, applySortingOverride, entity, uiPath, sectionRoot, isGeneratedUiEntity, appendUiSection } from '../lib/ui-helpers.mjs';
export const combatMethods = [
method('CanPlayCardNow', `if c == nil then
return false
end
if c.playableWhenDrawPileEmpty == true and self.DrawPile ~= nil and #self.DrawPile > 0 then
self:Toast("뽑을 카드 더미가 비어 있을 때만 사용할 수 있습니다.")
return false
end
return true`, [{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'c' }], 0, 'boolean'),
method('PlayCard', `if self:IsDiscardSelecting() == true then
self:SelectDiscardSlot(slot)
return
@@ -11,6 +19,10 @@ if self:IsRetainSelecting() == true then
self:SelectRetainSlot(slot)
return
end
if self:IsReserveSelecting() == true then
self:SelectReserveSlot(slot)
return
end
if self.CombatOver == true or self.FxBusy == true or self.TurnBusy == true then
return
end
@@ -29,12 +41,46 @@ if c.unplayable == true then
self:Toast("사용할 수 없는 카드입니다")
return
end
if self.Energy < c.cost then
if self:CanPlayCardNow(c) ~= true then
return
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
end
if c.kind == "Skill" and self.SkillCostReductionThisTurn ~= nil and self.SkillCostReductionThisTurn > 0 then
cost = math.max(0, cost - self.SkillCostReductionThisTurn)
end
if self.Energy < cost then
self:Toast("에너지가 부족합니다")
return
end
self.Energy = self.Energy - c.cost
self:ResolveCardEffects(cardId, c, false)
self.Energy = self.Energy - cost
self:ResolveCardEffects(cardId, slot, c, false, cost)
if c.kind == "Attack" then
self.TurnAttackCardsPlayed = (self.TurnAttackCardsPlayed or 0) + 1
end
if skillFree == true then
if c.nextSkillCostZero ~= true then
self.NextSkillCostZero = false
end
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
@@ -48,6 +94,9 @@ self:RenderCombat()
if self:BeginDiscardSelection(c) == true then
return
end
if self:BeginReserveSelection(c) == true then
return
end
self:RenderHand(false)
self:RenderPiles()
self:RenderCombat()
@@ -56,6 +105,8 @@ self:CheckCombatEnd()`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0,
self:SelectDiscardSlot(slot)
elseif self:IsRetainSelecting() == true then
self:SelectRetainSlot(slot)
elseif self:IsReserveSelecting() == true then
self:SelectReserveSlot(slot)
end`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' }]),
method('FindMonsterAtTouch', `local best = 0
local bestDist = 200
@@ -146,6 +197,10 @@ if self:IsRetainSelecting() == true then
self:SelectRetainSlot(slot)
return
end
if self:IsReserveSelecting() == true then
self:SelectReserveSlot(slot)
return
end
if self.CombatOver == true or self.FxBusy == true or self.TurnBusy == true then
return
end
@@ -200,6 +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
@@ -208,6 +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)
@@ -273,6 +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
@@ -427,6 +536,17 @@ self.DiscardSelectTotal = 0
self.DiscardPostShiv = 0
self.DiscardShivPerPick = 0
self.RetainSelectActive = false
self.TurnAttackCardsPlayed = 0
self.TurnDiscardedCards = 0
self.ReserveSelectActive = false
self.NextTurnBlock = 0
self.NextTurnDraw = 0
self.NextTurnKeepBlock = false
self.NextTurnAttackMultiplier = 1
self.TurnAttackMultiplier = 1
self.NextTurnSelectPrompt = ""
self.NextTurnSelectCopies = 0
self.NextTurnAddCards = {}
self:UpdateDiscardPrompt()
self:RenderHand(false)
self:RenderPiles()`),

View File

@@ -225,14 +225,32 @@ for i = 1, 3 do
end`),
method('StartPlayerTurn', `self.Turn = self.Turn + 1
self.RetainSelectActive = false
self.ReserveSelectActive = false
self.TurnAttackCardsPlayed = 0
self.TurnDiscardedCards = 0
self.NextTurnSelectCopies = 0
self.NextTurnSelectPrompt = ""
self.SkillCostReductionThisTurn = 0
self:UpdateDiscardPrompt()
self.Energy = self.MaxEnergy
self.BlockGainMultiplier = 1
self:ApplyRelics("turnStart")
self.PlayerBlock = 0
if self.NextTurnKeepBlock == true then
self.NextTurnKeepBlock = false
else
self.PlayerBlock = 0
end
if self.ClayBlockNext > 0 then
self.PlayerBlock = self.PlayerBlock + self.ClayBlockNext
self.ClayBlockNext = 0
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
for i = 1, #self.PlayerPowers do
local pc = self.Cards[self.PlayerPowers[i]]
@@ -243,16 +261,76 @@ 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)
end
if pc.turnStartDraw ~= nil then
powerTurnDraw = powerTurnDraw + pc.turnStartDraw
end
if pc.turnStartDiscard ~= nil then
powerTurnDiscard = powerTurnDiscard + pc.turnStartDiscard
end
end
end
end
self:DrawCards(5)
if self.NextTurnBlock ~= nil and self.NextTurnBlock > 0 then
self:AddCardBlock(self.NextTurnBlock)
self.NextTurnBlock = 0
end
if self.NextTurnAddCards ~= nil then
for i = 1, #self.NextTurnAddCards do
local entry = self.NextTurnAddCards[i]
if entry ~= nil and entry.cardId ~= nil and entry.amount ~= nil and entry.amount > 0 then
self:AddCardsToHand(entry.cardId, entry.amount)
end
end
self.NextTurnAddCards = {}
end
local drawN = 5 + (self.NextTurnDraw or 0) + powerTurnDraw
self.NextTurnDraw = 0
self:DrawCards(drawN)
self:RenderHand(true)
self:RenderCombat()
if powerTurnDiscard > 0 then
self:BeginDiscardSelection({ discard = math.min(powerTurnDiscard, #self.Hand) })
return
end
self:RenderCombat()`),
method('PrepareCombatDrawPile', `if self.DrawPile == nil or self.Cards == nil then
return
end
local rest = {}
local innate = {}
for i = 1, #self.DrawPile do
local cardId = self.DrawPile[i]
local c = self.Cards[cardId]
if c ~= nil and c.innate == true then
table.insert(innate, cardId)
else
table.insert(rest, cardId)
end
end
self.DrawPile = {}
for i = 1, #rest do
table.insert(self.DrawPile, rest[i])
end
for i = 1, #innate do
table.insert(self.DrawPile, innate[i])
end`, []),
method('HasPowerEffect', `if self.PlayerPowers == nil then
return false
end
@@ -263,6 +341,27 @@ for i = 1, #self.PlayerPowers do
end
end
return false`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'effect' }], 0, 'boolean'),
method('HasPowerField', `if self.PlayerPowers == nil then
return false
end
for i = 1, #self.PlayerPowers do
local pc = self.Cards[self.PlayerPowers[i]]
if pc ~= nil and pc[field] ~= nil and pc[field] ~= 0 then
return true
end
end
return false`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'field' }], 0, 'boolean'),
method('AddPowerFieldTotal', `local total = 0
if self.PlayerPowers == nil then
return total
end
for i = 1, #self.PlayerPowers do
local pc = self.Cards[self.PlayerPowers[i]]
if pc ~= nil and pc[field] ~= nil then
total = total + pc[field]
end
end
return total`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'field' }], 0, 'number'),
method('ShouldOfferRetain', `if self:HasPowerEffect("retainOne") ~= true then
return false
end
@@ -291,12 +390,19 @@ if self:IsRetainSelecting() == true then
self:FinishPlayerTurn(0)
return
end
if self:IsReserveSelecting() == true then
self:Toast("예약할 카드를 먼저 선택하세요")
return
end
if self:ShouldOfferRetain() == true then
self:BeginRetainSelection()
return
end
self:FinishPlayerTurn(0)`),
method('FinishPlayerTurn', `self.RetainSelectActive = false
self.ReserveSelectActive = false
self.NextTurnSelectCopies = 0
self.NextTurnSelectPrompt = ""
self:UpdateDiscardPrompt()
local burn = 0
for bi = 1, #self.Hand do
@@ -325,8 +431,12 @@ if self.PlayerVuln > 0 then self.PlayerVuln = self.PlayerVuln - 1 end
self:RenderHand(false)
self:RenderPiles()
self:EnemyTurn()`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'retainSlot' }]),
method('DrawCards', `local drawnSlots = {}
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()
@@ -335,6 +445,8 @@ for i = 1, amount do
\t\tbreak
\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)
@@ -354,10 +466,11 @@ if animate == true and #drawnSlots > 0 then
\t\tlocal slot = drawnSlots[i]
\t\tself:AnimateCardFrom(slot, drawStart, Vector2(self:GetHandSlotX(slot), 0), 0.08 + i * 0.045)
\tend
return drawnCards
end`, [
{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'amount' },
{ Type: 'boolean', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'animate' },
]),
], 0, 'any'),
method('AddCardsToHand', `if self.Hand == nil then
self.Hand = {}
end

View File

@@ -60,7 +60,7 @@ if e ~= nil and e.SpriteGUIRendererComponent ~= nil then
end
self:SetText(base .. "/Cost", string.format("%d", c.cost))
self:SetText(base .. "/Name", c.name)
self:SetText(base .. "/Desc", c.desc)
self:SetText(base .. "/Desc", self:FormatCardDescription(c.desc))
local art = _EntityService:GetEntityByPath(base .. "/Art")
if art ~= nil then
if c.image ~= nil and c.image ~= "" then
@@ -269,11 +269,55 @@ end, 1 / 60)`, [
if amount > 0 and self.PlayerDex ~= nil then
amount = amount + self.PlayerDex
end
if self.BlockGainMultiplier ~= nil and self.BlockGainMultiplier > 1 then
amount = amount * self.BlockGainMultiplier
end
if amount < 0 then
amount = 0
end
self.PlayerBlock = self.PlayerBlock + amount
return amount`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'base' }], 0, 'number'),
method('CountOtherHandSkills', `if self.Hand == nil then
return 0
end
local n = 0
for i = 1, #self.Hand do
if i ~= slot then
local hc = self.Cards[self.Hand[i]]
if hc ~= nil and hc.kind == "Skill" then
n = n + 1
end
end
end
return n`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' }], 0, 'number'),
method('AttackBaseForCard', `local base2 = c.damage or 0
local otherHand = 0
if self.Hand ~= nil then
otherHand = #self.Hand - 1
if otherHand < 0 then otherHand = 0 end
end
if c.damagePerOtherHandCard ~= nil then
base2 = base2 + otherHand * c.damagePerOtherHandCard
end
if c.damagePerAttackPlayedThisTurn ~= nil then
base2 = base2 + (self.TurnAttackCardsPlayed or 0) * c.damagePerAttackPlayedThisTurn
end
if c.damagePerDiscardedThisTurn ~= nil then
base2 = base2 + (self.TurnDiscardedCards or 0) * c.damagePerDiscardedThisTurn
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
return base2`, [
{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' },
{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'c' },
], 0, 'number'),
method('CalcPlayerAttack', `local base2 = base
self.FightAttackCount = self.FightAttackCount + 1
if self.FightAttackCount == 1 and self:HasRelic("akabeko") then
@@ -286,6 +330,9 @@ end
if self.PlayerWeak > 0 then
dmg = math.floor(dmg * 0.75)
end
if self.TurnAttackMultiplier ~= nil and self.TurnAttackMultiplier > 1 then
dmg = dmg * self.TurnAttackMultiplier
end
if dmg > 0 and dmg < 5 and self:HasRelic("boot") then
dmg = 5
end
@@ -293,16 +340,85 @@ if dmg < 0 then
dmg = 0
end
return dmg`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'base' }], 0, 'number'),
method('ResolveCardEffects', `if c == nil then
method('QueueNextTurnAddCard', `if cardId == nil or cardId == "" or amount == nil or amount <= 0 then
return
end
if self.NextTurnAddCards == nil then
self.NextTurnAddCards = {}
end
for i = 1, #self.NextTurnAddCards do
local entry = self.NextTurnAddCards[i]
if entry ~= nil and entry.cardId == cardId then
entry.amount = (entry.amount or 0) + amount
return
end
end
table.insert(self.NextTurnAddCards, { cardId = cardId, amount = amount })`, [
{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'cardId' },
{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'amount' },
]),
method('QueueNextTurnEffects', `if c == nil then
return
end
if c.nextTurnBlock ~= nil then
self.NextTurnBlock = (self.NextTurnBlock or 0) + c.nextTurnBlock
end
if c.nextTurnDraw ~= nil then
self.NextTurnDraw = (self.NextTurnDraw or 0) + c.nextTurnDraw
end
if c.nextTurnKeepBlock == true then
self.NextTurnKeepBlock = true
end
if c.nextTurnAttackMultiplier ~= nil and c.nextTurnAttackMultiplier > 0 then
local cur = self.NextTurnAttackMultiplier or 1
self.NextTurnAttackMultiplier = cur * c.nextTurnAttackMultiplier
end`, [{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'c' }]),
method('ResolveCardEffects', `if c == nil then
return
end
if c.blockGainMultiplier ~= nil and c.blockGainMultiplier > 0 then
self.BlockGainMultiplier = (self.BlockGainMultiplier or 1) * c.blockGainMultiplier
end
if c.nextSkillCostZero == true then
self.NextSkillCostZero = true
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
local otherHand = 0
if self.Hand ~= nil then
otherHand = #self.Hand - 1
if otherHand < 0 then otherHand = 0 end
end
if otherHand >= c.otherHandAtLeast then
hitN = hitN + c.bonusHitsWhenOtherHandAtLeast
end
end
for h = 1, hitN do
total = total + self:CalcPlayerAttack(c.damage)
total = total + self:CalcPlayerAttack(baseDmg)
end
if c.aoe == true then
self:PlayAoeFx(c.fx or c.image, total)
@@ -340,7 +456,11 @@ end
if c.heal ~= nil then
self.PlayerHp = math.min(self.PlayerHp + c.heal, self.PlayerMaxHp)
end
if c.weak ~= nil or c.vuln ~= nil or c.poison ~= nil then
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 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
@@ -348,32 +468,59 @@ 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
end
end
end
local drawnCards = {}
if c.draw ~= nil then
self:DrawCards(c.draw, true)
drawnCards = self:DrawCards(c.draw, true) or {}
end
if c.drawUntilHandSize ~= nil and c.drawUntilHandSize > 0 then
local currentHand = 0
if self.Hand ~= nil then
currentHand = #self.Hand
if slot ~= nil and slot > 0 and self.Hand[slot] == cardId then
currentHand = currentHand - 1
end
end
local need = c.drawUntilHandSize - currentHand
if need > 0 then
local moreDrawnCards = self:DrawCards(need, true) or {}
for i = 1, #moreDrawnCards do
table.insert(drawnCards, moreDrawnCards[i])
end
end
end
if c.drawSkillBlock ~= nil and c.drawSkillBlock > 0 then
for i = 1, #drawnCards do
local drawnCard = self.Cards[drawnCards[i]]
if drawnCard ~= nil and drawnCard.kind == "Skill" then
self:AddCardBlock(c.drawSkillBlock)
end
end
end
if c.addShiv ~= nil and c.discard == nil and c.discardAll ~= true then
self:AddCardsToHand("Shiv", c.addShiv)
end`, [
{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'cardId' },
{ 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, 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
@@ -384,6 +531,7 @@ end
local startX = self:GetHandSlotX(slot)
table.remove(self.Hand, slot)
table.insert(self.DiscardPile, cardId)
self.TurnDiscardedCards = (self.TurnDiscardedCards or 0) + 1
if triggerSly == true then
self:TriggerSly(cardId)
end
@@ -396,6 +544,7 @@ end`, [
]),
method('IsDiscardSelecting', `return self.DiscardSelectRemaining ~= nil and self.DiscardSelectRemaining > 0`, [], 0, 'boolean'),
method('IsRetainSelecting', `return self.RetainSelectActive == true`, [], 0, 'boolean'),
method('IsReserveSelecting', `return self.ReserveSelectActive == true`, [], 0, 'boolean'),
method('UpdateDiscardPrompt', `local e = _EntityService:GetEntityByPath("/ui/RunUIGroup/CombatHud/DiscardPrompt")
if e == nil then
return
@@ -407,6 +556,13 @@ if self:IsDiscardSelecting() == true then
elseif self:IsRetainSelecting() == true then
self:SetText("/ui/RunUIGroup/CombatHud/DiscardPrompt", "보존할 카드 선택 (턴 종료: 건너뛰기)")
e.Enable = true
elseif self:IsReserveSelecting() == true then
local msg = self.NextTurnSelectPrompt or ""
if msg == "" then
msg = "다음 턴에 예약할 카드를 선택하세요"
end
self:SetText("/ui/RunUIGroup/CombatHud/DiscardPrompt", msg)
e.Enable = true
else
e.Enable = false
end`),
@@ -427,15 +583,56 @@ self.DiscardSelectRemaining = n
self.DiscardSelectTotal = n
self.DiscardPostShiv = 0
self.DiscardShivPerPick = 0
self.DiscardPostDraw = 0
self.DiscardDrawPerPick = 0
if c.addShiv ~= nil then
self.DiscardPostShiv = c.addShiv
end
if c.addShivPerDiscard == true then
self.DiscardShivPerPick = 1
end
if c.drawPerDiscarded ~= nil and c.drawPerDiscarded > 0 then
self.DiscardDrawPerPick = c.drawPerDiscarded
end
self:UpdateDiscardPrompt()
self:Toast("버릴 카드를 선택하세요")
return true`, [{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'c' }], 0, 'boolean'),
method('BeginReserveSelection', `if c == nil or c.nextTurnSelectHandCard ~= true or c.nextTurnCopies == nil or c.nextTurnCopies <= 0 then
return false
end
if self.Hand == nil or #self.Hand <= 0 then
return false
end
self.ReserveSelectActive = true
self.NextTurnSelectCopies = c.nextTurnCopies
self.NextTurnSelectPrompt = c.nextTurnSelectPrompt or ""
self:UpdateDiscardPrompt()
self:Toast("예약할 카드를 선택하세요")
self:RenderHand(false)
return true`, [{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'c' }], 0, 'boolean'),
method('SelectReserveSlot', `if self:IsReserveSelecting() ~= true then
return false
end
if self.Hand == nil or self.Hand[slot] == nil then
return true
end
local cardId = self.Hand[slot]
local amount = self.NextTurnSelectCopies or 0
self.ReserveSelectActive = false
self.NextTurnSelectCopies = 0
self.NextTurnSelectPrompt = ""
self:UpdateDiscardPrompt()
if amount > 0 and cardId ~= nil then
self:QueueNextTurnAddCard(cardId, amount)
local label = cardId
if self.Cards[cardId] ~= nil and self.Cards[cardId].name ~= nil then
label = self.Cards[cardId].name
end
self:Toast("다음 턴 예약: " .. label .. " " .. self:FormatNumber(amount) .. "장")
end
self:RenderPiles()
self:RenderCombat()
return true`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' }], 0, 'boolean'),
method('SelectRetainSlot', `if self:IsRetainSelecting() ~= true then
return false
end
@@ -457,6 +654,7 @@ for i = 1, n do
table.insert(startXs, self:GetHandSlotX(i))
table.insert(slots, i)
table.insert(self.DiscardPile, cardId)
self.TurnDiscardedCards = (self.TurnDiscardedCards or 0) + 1
end
self.Hand = {}
local shivCount = 0
@@ -466,6 +664,8 @@ self.DiscardSelectRemaining = 0
self.DiscardSelectTotal = 0
self.DiscardPostShiv = 0
self.DiscardShivPerPick = 0
self.DiscardPostDraw = 0
self.DiscardDrawPerPick = 0
self:UpdateDiscardPrompt()
self:AnimateDiscardCards(cardIds, startXs, slots)
for i = 1, #cardIds do
@@ -480,6 +680,9 @@ _TimerService:SetTimerOnce(function()
self:RenderHand(false)
self:RenderPiles()
end
if c.drawPerDiscarded ~= nil and c.drawPerDiscarded > 0 then
self:DrawCards(n * c.drawPerDiscarded, true)
end
self:RenderCombat()
self:CheckCombatEnd()
end, 0.22)
@@ -487,8 +690,11 @@ return true`, [{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes:
method('FinishDiscardSelection', `self.DiscardSelectRemaining = 0
self.DiscardSelectTotal = 0
local shivCount = self.DiscardPostShiv or 0
local drawCount = self.DiscardPostDraw or 0
self.DiscardPostShiv = 0
self.DiscardPostDraw = 0
self.DiscardShivPerPick = 0
self.DiscardDrawPerPick = 0
self:UpdateDiscardPrompt()
local finish = function()
if shivCount > 0 then
@@ -497,6 +703,9 @@ local finish = function()
self:RenderHand(false)
self:RenderPiles()
end
if drawCount > 0 then
self:DrawCards(drawCount, true)
end
self:RenderCombat()
self:CheckCombatEnd()
end
@@ -516,6 +725,9 @@ self:DiscardHandCard(slot, true, true)
if discarded ~= nil and self.DiscardShivPerPick ~= nil and self.DiscardShivPerPick > 0 then
self.DiscardPostShiv = (self.DiscardPostShiv or 0) + self.DiscardShivPerPick
end
if discarded ~= nil and self.DiscardDrawPerPick ~= nil and self.DiscardDrawPerPick > 0 then
self.DiscardPostDraw = (self.DiscardPostDraw or 0) + self.DiscardDrawPerPick
end
self.DiscardSelectRemaining = self.DiscardSelectRemaining - 1
if self.DiscardSelectRemaining <= 0 or #self.Hand <= 0 then
self:FinishDiscardSelection(true)

View File

@@ -67,6 +67,12 @@ self:SetText("/ui/RunUIGroup/CombatHud/PlayerPanel/Name", self:JobLabel())
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
self.PlayerDex = 0
self.PlayerThorns = 0
@@ -74,6 +80,8 @@ self.PlayerWeak = 0
self.PlayerVuln = 0
self.PlayerPowers = {}
self.FightAttackCount = 0
self.TurnAttackCardsPlayed = 0
self.TurnDiscardedCards = 0
self.DmgPopSeq = 0
self.FirstHpLossDone = false
self.ClayBlockNext = 0
@@ -82,6 +90,15 @@ self.DiscardSelectTotal = 0
self.DiscardPostShiv = 0
self.DiscardShivPerPick = 0
self.RetainSelectActive = false
self.ReserveSelectActive = false
self.NextTurnBlock = 0
self.NextTurnDraw = 0
self.NextTurnKeepBlock = false
self.NextTurnAttackMultiplier = 1
self.TurnAttackMultiplier = 1
self.NextTurnSelectPrompt = ""
self.NextTurnSelectCopies = 0
self.NextTurnAddCards = {}
self.CombatOver = false
self.DiscardPile = {}
self.ExhaustPile = {}
@@ -92,6 +109,7 @@ for i = 1, #self.RunDeck do
self.DrawPile[i] = self.RunDeck[i]
end
self:Shuffle(self.DrawPile)
self:PrepareCombatDrawPile()
self:BuildMonsters()
self:RenderCombat()
self:StartPlayerTurn()

View File

@@ -3,6 +3,47 @@ import { CARDS, ENEMIES, CLASSES, JOBS, SOUL_UNLOCKS, CARDFRAMES, RARITIES, MAP_
import { UI_FILE, COMMON_FILE, UI_ROOT, GENERATED_UI_SECTIONS, UI_APPEND_ORDER, DISABLED_STOCK_CONTROLS, TRANSPARENT, DARK, GOLD, ATTACK, DEFEND, SKILL, DAMAGE_DIGIT_RUIDS, DAMAGE_POP_MAX_DIGITS, DAMAGE_POP_DIGIT_W, DAMAGE_POP_DIGIT_H, DAMAGE_POP_DIGIT_SPACING, MAX_MONSTERS, HEAD_OFFSET_Y, HP_BAR_W, WHITE, CARD_NAME_TEXT, CARD_DESC_TEXT, cardFaceLayout, CARD_W, CARD_H, CARD_SPACING, CARD_XS, ALIGN_CENTER, ALIGN_BOTTOM_CENTER, guid, transform, sprite, button, text, scrollLayoutGroup, popupLayerFor, uiOrderFor, displayOrderFor, applySortingOverride, entity, uiPath, sectionRoot, isGeneratedUiEntity, appendUiSection } from '../lib/ui-helpers.mjs';
export const tooltipMethods = [
method('FormatCardDescription', `if desc == nil or desc == "" then
return ""
end
local function replacePlain(text, needle, replacement)
local out = ""
local pos = 1
while true do
local s, e = string.find(text, needle, pos, true)
if s == nil then
out = out .. string.sub(text, pos)
break
end
out = out .. string.sub(text, pos, s - 1) .. replacement
pos = e + 1
end
return out
end
local terms = {
"교활",
"보존",
"민첩",
"가시",
"소멸",
"선천성",
"취약",
"약화",
"독",
"광역",
"관통",
"방어도",
"힘",
"스킬",
"공격",
"파워",
}
local out = desc
for i = 1, #terms do
local term = terms[i]
out = replacePlain(out, term, "<color=#70D6FF>" .. term .. "</color>")
end
return out`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'desc' }], 0, 'string'),
method('BuildCardKeywordTooltip', `if c == nil then
return ""
end

View File

@@ -81,6 +81,7 @@ function writeCodeblocks() {
prop('number', 'PlayerHp', '0'),
prop('number', 'PlayerMaxHp', '80'),
prop('number', 'PlayerBlock', '0'),
prop('number', 'BlockGainMultiplier', '1'),
prop('number', 'PlayerDex', '0'),
prop('number', 'PlayerThorns', '0'),
prop('boolean', 'CombatOver', 'false'),
@@ -119,6 +120,8 @@ function writeCodeblocks() {
prop('string', 'ShopPotion', '""'),
prop('boolean', 'ShopPotionBought', 'false'),
prop('number', 'FightAttackCount', '0'),
prop('number', 'TurnAttackCardsPlayed', '0'),
prop('number', 'TurnDiscardedCards', '0'),
prop('boolean', 'FirstHpLossDone', 'false'),
prop('number', 'ClayBlockNext', '0'),
prop('number', 'PotionMenuSlot', '0'),
@@ -131,6 +134,17 @@ function writeCodeblocks() {
prop('number', 'DiscardPostShiv', '0'),
prop('number', 'DiscardShivPerPick', '0'),
prop('boolean', 'RetainSelectActive', 'false'),
prop('boolean', 'ReserveSelectActive', 'false'),
prop('number', 'NextTurnBlock', '0'),
prop('number', 'NextTurnDraw', '0'),
prop('boolean', 'NextTurnKeepBlock', 'false'),
prop('number', 'NextTurnAttackMultiplier', '1'),
prop('number', 'TurnAttackMultiplier', '1'),
prop('string', 'NextTurnSelectPrompt', '""'),
prop('number', 'NextTurnSelectCopies', '0'),
prop('boolean', 'NextSkillCostZero', 'false'),
prop('number', 'SkillCostReductionThisTurn', '0'),
prop('any', 'NextTurnAddCards'),
], [
...bootMethods,
...stateMethods,

View File

@@ -158,10 +158,24 @@ function luaCardsTable(cards) {
const lines = Object.entries(cards).map(([id, c]) => {
const fields = [`name = ${luaStr(c.name)}`, `cost = ${c.cost}`, `desc = ${luaStr(c.desc)}`, `kind = ${luaStr(c.kind)}`];
if (c.damage != null) fields.push(`damage = ${c.damage}`);
if (c.damagePerOtherHandCard != null) fields.push(`damagePerOtherHandCard = ${c.damagePerOtherHandCard}`);
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}`);
if (c.blockGainMultiplier != null) fields.push(`blockGainMultiplier = ${c.blockGainMultiplier}`);
if (c.strength != null) fields.push(`strength = ${c.strength}`);
if (c.dex != null) fields.push(`dex = ${c.dex}`);
if (c.thorns != null) fields.push(`thorns = ${c.thorns}`);
if (c.cardPlayedBlock != null) fields.push(`cardPlayedBlock = ${c.cardPlayedBlock}`);
if (c.weak != null) fields.push(`weak = ${c.weak}`);
if (c.vuln != null) fields.push(`vuln = ${c.vuln}`);
if (c.powerEffect != null) fields.push(`powerEffect = ${luaStr(c.powerEffect)}`);
@@ -173,13 +187,35 @@ function luaCardsTable(cards) {
if (c.pierce === true) fields.push('pierce = true');
if (c.selfVuln != null) fields.push(`selfVuln = ${c.selfVuln}`);
if (c.draw != null) fields.push(`draw = ${c.draw}`);
if (c.drawUntilHandSize != null) fields.push(`drawUntilHandSize = ${c.drawUntilHandSize}`);
if (c.drawSkillBlock != null) fields.push(`drawSkillBlock = ${c.drawSkillBlock}`);
if (c.heal != null) fields.push(`heal = ${c.heal}`);
if (c.gainEnergy != null) fields.push(`gainEnergy = ${c.gainEnergy}`);
if (c.poison != null) fields.push(`poison = ${c.poison}`);
if (c.discard != null) fields.push(`discard = ${c.discard}`);
if (c.discardAll === true) fields.push('discardAll = true');
if (c.drawPerDiscarded != null) fields.push(`drawPerDiscarded = ${c.drawPerDiscarded}`);
if (c.addShiv != null) fields.push(`addShiv = ${c.addShiv}`);
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');
if (c.nextTurnAttackMultiplier != null) fields.push(`nextTurnAttackMultiplier = ${c.nextTurnAttackMultiplier}`);
if (c.nextTurnCopies != null) fields.push(`nextTurnCopies = ${c.nextTurnCopies}`);
if (c.nextTurnSelectHandCard === true) fields.push('nextTurnSelectHandCard = true');
if (c.nextTurnSelectPrompt != null) fields.push(`nextTurnSelectPrompt = ${luaStr(c.nextTurnSelectPrompt)}`);
if (c.nextSkillCostZero === true) fields.push('nextSkillCostZero = true');
if (c.skillCostReductionThisTurn != null) fields.push(`skillCostReductionThisTurn = ${c.skillCostReductionThisTurn}`);
if (c.innate === true) fields.push('innate = true');
if (c.playableWhenDrawPileEmpty === true) fields.push('playableWhenDrawPileEmpty = true');
if (c.sly === true) fields.push('sly = true');
if (c.retain === true) fields.push('retain = true');
if (c.exhaust === true || String(c.desc || '').includes('소멸.')) fields.push('exhaust = true');