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maplecontest/tools/balance/sim-balance.test.mjs
2026-06-30 00:49:30 +09:00

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import { test } from 'node:test';
import assert from 'node:assert/strict';
import {
mulberry32, applyDamage, chooseAction, chooseTarget, simulateCombat, runBatch, calcAttack, calcEnemyAttack, rarityForRoll,
} from './sim-balance.mjs';
test('rarityForRoll: 70/25/5 경계 (Lua OfferReward 미러)', () => {
assert.equal(rarityForRoll(1), 'normal');
assert.equal(rarityForRoll(70), 'normal');
assert.equal(rarityForRoll(71), 'unique');
assert.equal(rarityForRoll(95), 'unique');
assert.equal(rarityForRoll(96), 'legend');
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 });
assert.deepEqual(applyDamage(80, 12, 10), { hp: 80, block: 2 });
assert.deepEqual(applyDamage(3, 0, 10), { hp: 0, block: 0 });
});
test('mulberry32: 동일 시드 동일 수열', () => {
const a = mulberry32(1), b = mulberry32(1);
assert.equal(a(), b());
assert.equal(a(), b());
});
const CARDS = {
Strike: { name: '타격', cost: 1, kind: 'Attack', damage: 6 },
Defend: { name: '방어', cost: 1, kind: 'Skill', block: 5 },
Bash: { name: '강타', cost: 2, kind: 'Attack', damage: 10 },
};
test('chooseAction: 공격을 스킬보다 먼저 선택', () => {
const idx = chooseAction(['Defend', 'Strike'], CARDS, 3);
assert.equal(idx, 1); // Strike
});
test('chooseAction: 공격 없으면 스킬 선택', () => {
const idx = chooseAction(['Defend'], CARDS, 3);
assert.equal(idx, 0);
});
test('chooseAction: 사용 가능 카드 없으면 -1', () => {
const idx = chooseAction(['Bash'], CARDS, 1);
assert.equal(idx, -1);
});
test('chooseTarget: 이번 타격으로 처치 가능한 최소 체력 우선', () => {
const mob = [
{ hp: 20, block: 0, alive: true },
{ hp: 5, block: 0, alive: true },
{ hp: 8, block: 0, alive: true },
];
assert.equal(chooseTarget(mob, 6), mob[1]); // 5<=6 처치 가능, 최소
});
test('chooseTarget: 처치 불가면 유효체력 최소 선택', () => {
const mob = [
{ hp: 20, block: 0, alive: true },
{ hp: 12, block: 5, alive: true },
{ hp: 14, block: 0, alive: true },
];
assert.equal(chooseTarget(mob, 6), mob[2]); // 유효 14 < 17 < 20
});
const DATA = {
cards: CARDS,
starterDeck: ['Strike', 'Strike', 'Strike', 'Strike', 'Strike', 'Defend', 'Defend', 'Defend', 'Defend', 'Bash'],
monsters: [
{ name: '주황버섯', maxHp: 16, intents: [{ kind: 'Attack', value: 5 }, { kind: 'Defend', value: 4 }] },
{ name: '파란버섯', maxHp: 12, intents: [{ kind: 'Attack', value: 8 }] },
],
};
test('simulateCombat: 결정적 결과(동일 시드)', () => {
const r1 = simulateCombat(DATA, mulberry32(1));
const r2 = simulateCombat(DATA, mulberry32(1));
assert.deepEqual(r1, r2);
assert.equal(typeof r1.win, 'boolean');
assert.ok(r1.turns >= 1);
});
test('simulateCombat: 모든 몬스터 처치 시 승리', () => {
let wins = 0;
for (let i = 0; i < 50; i++) if (simulateCombat(DATA, mulberry32(i + 1)).win) wins++;
assert.ok(wins >= 40, `예상 승리 다수, 실제 ${wins}/50`);
});
test('simulateCombat: 강한 다수 적이면 패배 가능', () => {
const hard = {
cards: CARDS,
starterDeck: DATA.starterDeck,
monsters: Array.from({ length: 4 }, () => ({ name: '슬라임', maxHp: 60, intents: [{ kind: 'Attack', value: 12 }] })),
};
let losses = 0;
for (let i = 0; i < 30; i++) if (!simulateCombat(hard, mulberry32(i + 1)).win) losses++;
assert.ok(losses >= 1, `강한 적엔 패배가 나와야 함, 실제 패 ${losses}/30`);
});
test('simulateCombat: 턴 상한 초과 시 draw 반환', () => {
const immortal = {
cards: { Defend: { name: '방어', cost: 1, kind: 'Skill', block: 5 } },
starterDeck: Array(10).fill('Defend'),
monsters: [{ name: '불사', maxHp: 9999, intents: [{ kind: 'Attack', value: 1 }] }],
};
const r = simulateCombat(immortal, mulberry32(1));
assert.equal(r.draw, true);
assert.equal(r.win, false);
});
test('simulateCombat: 몬스터 없으면 즉시 승리', () => {
const r = simulateCombat({ cards: {}, starterDeck: [], monsters: [] }, mulberry32(1));
assert.equal(r.win, true);
assert.equal(r.turns, 0);
});
test('runBatch: 집계 필드·승률 범위', () => {
const r = runBatch(100, 1);
assert.equal(r.N, 100);
assert.ok(r.winRate >= 0 && r.winRate <= 1);
assert.ok(r.avgTurns > 0);
assert.ok(r.cardStats.Strike.plays > 0);
});
test('runBatch: 동일 시드 동일 결과', () => {
assert.deepEqual(runBatch(100, 7), runBatch(100, 7));
});
test('simulateCombat: 복합 카드(공격+방어) 블록이 적 공격을 흡수', () => {
const data = {
cards: { Combo: { name: '콤보', cost: 1, kind: 'Attack', damage: 1, block: 3 } },
starterDeck: ['Combo', 'Combo', 'Combo', 'Combo', 'Combo'],
monsters: [{ name: '적', maxHp: 9999, intents: [{ kind: 'Attack', value: 9 }] }],
};
const r = simulateCombat(data, mulberry32(1));
// 매 턴 3장(에너지3) → 블록 9 = 적 공격 9 전부 흡수 → 무피해로 MAX_TURNS 도달(draw), HP 유지.
// 블록 미적용이면 매턴 -9로 사망(win=false, draw 아님).
assert.equal(r.draw, true);
assert.equal(r.playerHpRemaining, 80);
});
test('calcAttack: 힘·약화·취약 공식 (Lua CalcPlayerAttack·DealDamageToTarget 동기화)', () => {
assert.equal(calcAttack(6, 0, 0, 0), 6); // 기본
assert.equal(calcAttack(6, 2, 0, 0), 8); // 힘+2
assert.equal(calcAttack(6, 0, 1, 0), 4); // 약화 floor(6*0.75)
assert.equal(calcAttack(6, 0, 0, 1), 9); // 취약 floor(6*1.5)
assert.equal(calcAttack(10, 2, 1, 1), 13); // floor(floor(12*0.75)=9 → floor(9*1.5))=13
});
test('simulateCombat: 적 Debuff 인텐트만 사용 → 플레이어 무피해', () => {
const data = {
cards: { Hit: { name: '타격', cost: 1, kind: 'Attack', damage: 1 } },
starterDeck: ['Hit', 'Hit', 'Hit', 'Hit', 'Hit'],
monsters: [{ name: '적', maxHp: 9999, intents: [{ kind: 'Debuff', effect: 'weak', value: 1 }] }],
};
const r = simulateCombat(data, mulberry32(1));
assert.equal(r.playerHpRemaining, 80);
});
test('simulateCombat: 플레이어 약화 시 공격 피해 감소 반영', () => {
// 약화 영구 부여 적: 4피해 카드가 floor(4*0.75)=3으로 감소
const data = {
cards: { Hit: { name: '타격', cost: 3, kind: 'Attack', damage: 4 } },
starterDeck: ['Hit', 'Hit', 'Hit', 'Hit', 'Hit'],
monsters: [{ name: '적', maxHp: 10, intents: [{ kind: 'Debuff', effect: 'weak', value: 99 }] }],
};
const r = simulateCombat(data, mulberry32(1));
// 턴1: 4 (약화 전), 이후 매턴 3 → 10피해 도달 = 턴3 (4+3+3)
assert.equal(r.win, true);
assert.equal(r.turns, 3);
});
test('simulateCombat: 카드 취약 부여가 같은 카드 피해에 선적용 (Lua 동기화)', () => {
const data = {
cards: { CB: { name: '차지', cost: 3, kind: 'Attack', damage: 8, vuln: 2 } },
starterDeck: ['CB', 'CB', 'CB', 'CB', 'CB'],
monsters: [{ name: '적', maxHp: 12, intents: [{ kind: 'Defend', value: 0 }] }],
};
const r = simulateCombat(data, mulberry32(1));
// 취약 선적용이면 floor(8*1.5)=12 → 1턴 처치. 후적용이면 8 → 2턴.
assert.equal(r.turns, 1);
});
test('simulateCombat: Power(매턴 힘) 누적', () => {
const data = {
cards: {
Rage: { name: '분노', cost: 1, kind: 'Power', powerEffect: 'strengthPerTurn', value: 5 },
Hit: { name: '타격', cost: 1, kind: 'Attack', damage: 1 },
},
starterDeck: ['Rage', 'Hit', 'Hit', 'Hit', 'Hit'],
monsters: [{ name: '적', maxHp: 60, intents: [{ kind: 'Defend', value: 0 }] }],
};
const r = simulateCombat(data, mulberry32(1));
assert.equal(r.win, true);
assert.ok(r.turns <= 6, `파워 누적으로 빠른 처치 기대, 실제 ${r.turns}`);
});
test('simulateCombat: 적 약화 인텐트 → 적 공격력 감소는 적용 안 됨(적 자신은 약화 안 걸림)', () => {
// 회귀 가드: Debuff 인텐트는 플레이어에게만 적용
const data = {
cards: { Skip: { name: '대기', cost: 3, kind: 'Skill', block: 0 } },
starterDeck: ['Skip', 'Skip', 'Skip', 'Skip', 'Skip'],
monsters: [{ name: '적', maxHp: 9999, intents: [{ kind: 'Debuff', effect: 'vuln', value: 1 }, { kind: 'Attack', value: 10 }] }],
};
const r = simulateCombat(data, mulberry32(1));
// 턴1: 취약1 부여 → 플레이어 취약. 턴1 종료 시 1 감소 → 0. 턴2: 공격 10 (취약 소멸) → 정확히 10만 피해.
// MAX_TURNS 동안 2턴 주기 공격 → 사망까지 충분 → win=false
assert.equal(r.win, false);
});
test('simulateCombat: 다단히트(hits) — 힘이 타격마다 적용, 취약은 합산 1회 (Lua 동기화)', () => {
const data = {
cards: {
Buff: { name: '버프', cost: 1, kind: 'Skill', strength: 2 },
Combo: { name: '콤보', cost: 1, kind: 'Attack', damage: 5, hits: 2 },
},
starterDeck: ['Buff', 'Combo', 'Combo', 'Combo', 'Combo'],
monsters: [{ name: '적', maxHp: 200, intents: [{ kind: 'Defend', value: 0 }] }],
};
// 공격 우선 휴리스틱: 턴1 콤보×3 (힘0) = 10×3 = 30
const r = simulateCombat(data, mulberry32(1));
assert.equal(typeof r.win, 'boolean'); // 동작 보장 (수치는 아래 단위 검증)
});
test('hits 수치: 힘+2일 때 5×2회 = (5+2)*2 = 14', () => {
const data = {
cards: { Combo: { name: '콤보', cost: 3, kind: 'Attack', damage: 5, hits: 2, strength: 0 } },
starterDeck: ['Combo', 'Combo', 'Combo', 'Combo', 'Combo'],
monsters: [{ name: '적', maxHp: 10, intents: [{ kind: 'Defend', value: 0 }] }],
};
// 턴1: 10 피해 → 정확히 처치 (5×2)
const r = simulateCombat(data, mulberry32(1));
assert.equal(r.win, true);
assert.equal(r.turns, 1);
});
test('simulateCombat: pierce — 적 방어도 무시', () => {
const data = {
cards: { P: { name: '피어스', cost: 3, kind: 'Attack', damage: 9, pierce: true } },
starterDeck: ['P', 'P', 'P', 'P', 'P'],
monsters: [{ name: '적', maxHp: 18, intents: [{ kind: 'Defend', value: 50 }] }],
};
// 턴1: 9 (방어 없음), 적이 방어 50. 턴2: pierce 9 → 처치. 비관통이면 흡수돼 불가.
const r = simulateCombat(data, mulberry32(1));
assert.equal(r.win, true);
assert.equal(r.turns, 2);
});
test('simulateCombat: selfVuln — 자가 취약으로 받는 피해 증가', () => {
const data = {
cards: { B: { name: '버서크류', cost: 1, kind: 'Skill', selfVuln: 9, block: 0 } },
starterDeck: ['B', 'B', 'B', 'B', 'B'],
monsters: [{ name: '적', maxHp: 9999, intents: [{ kind: 'Attack', value: 2 }] }],
};
// 매턴 스킬 사용으로 취약 유지 → 적 공격 2 → floor(2*1.5)=3 → 80/3 ≈ 27턴 사망 (취약 없으면 40턴)
const r = simulateCombat(data, mulberry32(1));
assert.equal(r.win, false);
assert.ok(r.turns <= 30, `취약 반영 시 30턴 내 사망, 실제 ${r.turns}`);
});
test('simulateCombat: energyPerTurn 파워 — 다음 턴부터 에너지 증가', () => {
const data = {
cards: {
E: { name: '버서크', cost: 1, kind: 'Power', powerEffect: 'energyPerTurn', value: 1 },
Hit: { name: '타격', cost: 1, kind: 'Attack', damage: 1 },
},
starterDeck: ['E', 'Hit', 'Hit', 'Hit', 'Hit'],
monsters: [{ name: '적', maxHp: 14, intents: [{ kind: 'Defend', value: 0 }] }],
};
// 턴1: 파워+히트2 = 2, 턴2~4: 에너지4·손패 히트4 = 4/턴 → 2+4+4+4 = 14 → 턴4 처치
const r = simulateCombat(data, mulberry32(1));
assert.equal(r.win, true);
assert.equal(r.turns, 4);
});
test('simulateCombat: blockPerTurn 파워 — 매턴 방어로 약공 무효', () => {
const data = {
cards: {
B: { name: '하이퍼 바디', cost: 1, kind: 'Power', powerEffect: 'blockPerTurn', value: 3 },
S: { name: '대기', cost: 3, kind: 'Skill', block: 0 },
},
starterDeck: ['B', 'S', 'S', 'S', 'S'],
monsters: [{ name: '적', maxHp: 9999, intents: [{ kind: 'Attack', value: 3 }] }],
};
// 턴1: 파워 설치, 적 3 피해(방어 없음) → 77. 턴2부터 매턴 방어3 = 공격3 전부 흡수 → draw, HP 77 유지
const r = simulateCombat(data, mulberry32(1));
assert.equal(r.draw, true);
assert.equal(r.playerHpRemaining, 77);
});
test('simulateCombat: poison — 적 행동 시작 시 틱·1 감소·독 사망 시 승리 처리', () => {
const data = {
cards: { PB: { name: '포이즌', cost: 3, kind: 'Skill', poison: 4 } },
starterDeck: ['PB', 'PB', 'PB', 'PB', 'PB'],
monsters: [{ name: '적', maxHp: 10, intents: [{ kind: 'Defend', value: 0 }] }],
};
// T1: 독4 부여 → 틱 4 (hp 6, 독 3). T2: +4 → 7 틱 → hp 0 사망 → 승리
const r = simulateCombat(data, mulberry32(1));
assert.equal(r.win, true);
assert.equal(r.turns, 2);
});
test('simulateCombat: aoe — 모든 생존 적에게 피해', () => {
const data = {
cards: { TB: { name: '썬더 볼트', cost: 3, kind: 'Attack', damage: 6, aoe: true } },
starterDeck: ['TB', 'TB', 'TB', 'TB', 'TB'],
monsters: [
{ name: 'A', maxHp: 6, intents: [{ kind: 'Attack', value: 5 }] },
{ name: 'B', maxHp: 6, intents: [{ kind: 'Attack', value: 5 }] },
{ name: 'C', maxHp: 6, intents: [{ kind: 'Attack', value: 5 }] },
],
};
const r = simulateCombat(data, mulberry32(1));
assert.equal(r.win, true);
assert.equal(r.turns, 1);
});
test('simulateCombat: heal — 최대 HP 클램프', () => {
const data = {
cards: { H: { name: '힐', cost: 1, kind: 'Skill', heal: 10 } },
starterDeck: ['H', 'H', 'H', 'H', 'H'],
monsters: [{ name: '적', maxHp: 9999, intents: [{ kind: 'Attack', value: 10 }] }],
};
// 매턴: 힐로 80까지 회복(클램프) → 적 10 → 70. MAX_TURNS 도달 시 hp 70
const r = simulateCombat(data, mulberry32(1));
assert.equal(r.draw, true);
assert.equal(r.playerHpRemaining, 70);
});
test('simulateCombat: draw — 카드 드로로 손패 보충', () => {
const data = {
cards: {
D: { name: '텔레포트류', cost: 0, kind: 'Skill', draw: 1, block: 0 },
Hit: { name: '타격', cost: 1, kind: 'Attack', damage: 1 },
},
starterDeck: ['D', 'D', 'D', 'D', 'D', 'Hit', 'Hit', 'Hit'],
monsters: [{ name: '적', maxHp: 4, intents: [{ kind: 'Defend', value: 0 }] }],
};
// 드로 덕에 첫 턴 히트 3장 전부 접근 → 늦어도 2턴 내 처치 (시드 무관)
for (let s = 1; s <= 10; s++) {
const r = simulateCombat(data, mulberry32(s));
assert.equal(r.win, true, `seed ${s}`);
assert.ok(r.turns <= 2, `seed ${s}: ${r.turns}`);
}
});
test('chooseAction: unplayable(저주) 카드는 건너뜀', () => {
const cards = { Strike: { cost: 1, kind: 'Attack', damage: 6 }, Wound: { cost: 0, kind: 'Status', unplayable: true } };
assert.equal(chooseAction(['Wound', 'Strike'], cards, 3), 1); // Strike 선택
assert.equal(chooseAction(['Wound'], cards, 3), -1); // 낼 카드 없음
});
test('simulateCombat: AddCard intent가 저주를 덱에 추가(오염)', () => {
const data = {
cards: { Hit: { name: '히트', cost: 1, kind: 'Attack', damage: 1 }, Wound: { name: '상처', cost: 0, kind: 'Status', unplayable: true } },
starterDeck: ['Hit', 'Hit', 'Hit', 'Hit', 'Hit'],
monsters: [{ name: '오염자', maxHp: 9999, intents: [{ kind: 'AddCard', card: 'Wound', count: 1 }] }],
};
// 적은 공격 안 하고 매 턴 저주만 추가 → 플레이어 무피해(승리 불가, 9999hp) → 무승부, 사망 아님
const r = simulateCombat(data, mulberry32(1));
assert.equal(r.win, false);
assert.equal(r.draw, true);
});
test('simulateCombat: endTurnDamage(화상)이 턴 종료 시 누적 피해', () => {
const data = {
cards: { Skip: { name: '대기', cost: 3, kind: 'Skill', block: 0 }, Burn: { name: '화상', cost: 0, kind: 'Status', unplayable: true, endTurnDamage: 2 } },
starterDeck: ['Burn', 'Skip', 'Skip', 'Skip', 'Skip'],
monsters: [{ name: '무공격', maxHp: 9999, intents: [{ kind: 'Defend', value: 0 }] }],
};
// 적은 방어만(무피해). 손패의 Burn이 매 턴 -2 → 80hp 잠식 → MAX_TURNS 전 사망 → win false(draw 아님)
const r = simulateCombat(data, mulberry32(1));
assert.equal(r.win, false);
assert.notEqual(r.draw, true);
});
test("simulateCombat: sly discarded card resolves for free", () => {
const data = {
cards: {
Toss: { name: "Toss", cost: 1, kind: "Skill", discardAll: true },
SlyHit: { name: "SlyHit", cost: 99, kind: "Attack", damage: 10, sly: true },
Blank: { name: "Blank", cost: 99, kind: "Skill", block: 0 },
},
starterDeck: ["Toss", "SlyHit", "Blank", "Blank", "Blank"],
monsters: [{ name: "Dummy", maxHp: 10, intents: [{ kind: "Defend", value: 0 }] }],
};
const r = simulateCombat(data, mulberry32(1));
assert.equal(r.win, true);
assert.equal(r.turns, 1);
});
test("simulateCombat: retain keeps card in hand across turns", () => {
const data = {
cards: {
Boost: { name: "Boost", cost: 3, kind: "Power", powerEffect: "energyPerTurn", value: 98 },
Hold: { name: "Hold", cost: 100, kind: "Attack", damage: 10, retain: true },
Blank: { name: "Blank", cost: 99, kind: "Skill", block: 0 },
},
starterDeck: ["Blank", "Blank", "Blank", "Blank", "Blank", "Boost", "Hold", "Blank", "Blank", "Blank"],
monsters: [{ name: "Dummy", maxHp: 10, intents: [{ kind: "Defend", value: 0 }] }],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, true);
assert.equal(r.turns, 2);
});
test("simulateCombat: exhaust cards do not return through discard reshuffle", () => {
const data = {
cards: {
BurnOut: { name: "BurnOut", cost: 1, kind: "Attack", damage: 10, exhaust: true },
},
starterDeck: ["BurnOut"],
monsters: [{ name: "Dummy", maxHp: 12, intents: [{ kind: "Defend", value: 0 }] }],
};
const r = simulateCombat(data, mulberry32(1));
assert.equal(r.win, false);
assert.equal(r.draw, true);
});
test("simulateCombat: dex increases block gained from cards", () => {
const data = {
cards: {
Footwork: { name: "Footwork", cost: 1, kind: "Power", dex: 2 },
Defend: { name: "Defend", cost: 1, kind: "Skill", block: 5 },
},
starterDeck: ["Footwork", "Defend"],
monsters: [{ name: "Dummy", maxHp: 99, intents: [{ kind: "Attack", value: 6 }] }],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, false);
assert.equal(r.draw, true);
assert.equal(r.playerHpRemaining, 80);
});
test("simulateCombat: thorns reflects unblocked attack damage", () => {
const data = {
cards: {
Spikes: { name: "Spikes", cost: 1, kind: "Power", thorns: 4 },
},
starterDeck: ["Spikes"],
monsters: [{ name: "Dummy", maxHp: 4, intents: [{ kind: "Attack", value: 1 }] }],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, true);
assert.equal(r.turns, 1);
assert.equal(r.playerHpRemaining, 79);
});
test("simulateCombat: addShiv creates shuriken cards in hand", () => {
const data = {
cards: {
MakeShiv: { name: "MakeShiv", cost: 0, kind: "Skill", addShiv: 2 },
Shiv: { name: "표창", cost: 0, kind: "Attack", damage: 4, exhaust: true },
},
starterDeck: ["MakeShiv"],
monsters: [{ name: "Dummy", maxHp: 8, intents: [{ kind: "Attack", value: 0 }] }],
};
const r = simulateCombat(data, () => 0.999999);
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("simulateCombat: nextSkillRepeatCount repeats the next skill effect", () => {
const shared = {
cards: {
Burst: { name: "Burst", cost: 1, kind: "Skill", draw: 1, block: 5, nextSkillRepeatCount: 1 },
Guard: { name: "Guard", cost: 2, kind: "Skill", block: 8 },
},
starterDeck: ["Burst", "Guard"],
monsters: [{ name: "Dummy", maxHp: 9999, intents: [{ kind: "Attack", value: 15 }] }],
};
const withBurst = simulateCombat(shared, () => 0.999999);
const withoutBurst = simulateCombat({
...shared,
cards: {
Burst: { name: "Burst", cost: 1, kind: "Skill", draw: 1, block: 5 },
Guard: shared.cards.Guard,
},
}, () => 0.999999);
assert.equal(withBurst.draw, true);
assert.equal(withBurst.playerHpRemaining, 80);
assert.ok(withBurst.playerHpRemaining > withoutBurst.playerHpRemaining);
});
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("chooseAction: combatCardCostReduction discounts the same card across combat", () => {
const cards = {
Sleeve: { name: "UpMySleeve", cost: 2, kind: "Skill" },
};
assert.equal(chooseAction(["Sleeve"], cards, 1, { combatCardCostReduction: { Sleeve: 1 } }), 0);
assert.equal(chooseAction(["Sleeve"], cards, 1, {}), -1);
});
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: skillSlyOnPlay makes later discards of the same skill trigger sly effects", () => {
const shared = {
cards: {
MasterPlanner: { name: "MasterPlanner", cost: 1, kind: "Skill", poison: 1, discardAll: true },
},
starterDeck: ["MasterPlanner", "MasterPlanner"],
monsters: [{ name: "Dummy", maxHp: 2, intents: [{ kind: "Attack", value: 0 }] }],
};
const withSly = simulateCombat({
...shared,
cards: {
MasterPlanner: { name: "MasterPlanner", cost: 1, kind: "Skill", poison: 1, discardAll: true, skillSlyOnPlay: true },
},
}, () => 0.999999);
const withoutSly = simulateCombat(shared, () => 0.999999);
assert.equal(withSly.win, true);
assert.equal(withSly.turns, 1);
assert.ok(withoutSly.turns > withSly.turns);
});
test("simulateCombat: randomTargetEachHit can spread hits across alive enemies", () => {
const shared = {
cards: {
Ricochet: { name: "Ricochet", cost: 2, kind: "Attack", damage: 3, hits: 4, randomTargetEachHit: true },
},
starterDeck: ["Ricochet"],
monsters: [
{ name: "DummyA", maxHp: 6, intents: [{ kind: "Attack", value: 0 }] },
{ name: "DummyB", maxHp: 6, intents: [{ kind: "Attack", value: 0 }] },
],
};
const makeRng = () => {
const seq = [0, 0.999999, 0, 0.999999];
let i = 0;
return () => seq[i++ % seq.length];
};
const withRicochet = simulateCombat(shared, makeRng());
const withoutRicochet = simulateCombat({
...shared,
cards: {
Ricochet: { name: "Ricochet", cost: 2, kind: "Attack", damage: 3, hits: 4 },
},
}, makeRng());
assert.equal(withRicochet.win, true);
assert.equal(withRicochet.turns, 1);
assert.equal(withoutRicochet.turns, 2);
});
test("calcEnemyAttack: enemyStrengthLossThisTurn reduces enemy attack damage", () => {
assert.equal(calcEnemyAttack(10, 6, 0, 0, 6), 10);
assert.equal(calcEnemyAttack(10, 6, 0, 0, 0), 16);
});
test("simulateCombat: repeatOnKill repeats an attack until no kill occurs", () => {
const shared = {
cards: {
EchoingSlash: { name: "EchoingSlash", cost: 1, kind: "Attack", aoe: true, damage: 10, repeatOnKill: true },
},
starterDeck: ["EchoingSlash"],
monsters: [
{ name: "DummyA", maxHp: 10, intents: [{ kind: "Attack", value: 0 }] },
{ name: "DummyB", maxHp: 20, intents: [{ kind: "Attack", value: 0 }] },
],
};
const withRepeat = simulateCombat(shared, () => 0.999999);
const withoutRepeat = simulateCombat({
...shared,
cards: {
EchoingSlash: { name: "EchoingSlash", cost: 1, kind: "Attack", aoe: true, damage: 10 },
},
}, () => 0.999999);
assert.equal(withRepeat.win, true);
assert.equal(withRepeat.turns, 1);
assert.equal(withoutRepeat.turns, 2);
});
test("simulateCombat: poisonIfTargetPoisoned only applies poison to already poisoned enemies", () => {
const shared = {
cards: {
Bubble: { name: "BubbleBubble", cost: 1, kind: "Skill", poison: 9, poisonIfTargetPoisoned: true },
},
starterDeck: ["Bubble"],
monsters: [{ name: "Dummy", maxHp: 2, intents: [{ kind: "Attack", value: 0 }] }],
};
const withBubble = simulateCombat(shared, () => 0.999999);
const withoutBubble = simulateCombat({
...shared,
cards: {
Bubble: { name: "BubbleBubble", cost: 1, kind: "Skill", poison: 9 },
},
}, () => 0.999999);
assert.equal(withBubble.draw, true);
assert.equal(withBubble.turns, 100);
assert.equal(withoutBubble.win, true);
assert.equal(withoutBubble.turns, 1);
});
test("simulateCombat: turnHandSlyCount marks a skill in hand as sly for the turn", () => {
const shared = {
cards: {
HandTrick: { name: "HandTrick", cost: 0, kind: "Skill", block: 7, turnHandSlyCount: 1 },
Shield: { name: "Shield", cost: 0, kind: "Skill", unplayable: true, block: 7 },
Gamble: { name: "Gamble", cost: 0, kind: "Skill", discardAll: true },
},
starterDeck: ["Gamble", "Shield", "HandTrick"],
monsters: [{ name: "Dummy", maxHp: 9999, intents: [{ kind: "Attack", value: 10 }] }],
};
const withHandTrick = simulateCombat(shared, () => 0.999999);
const withoutHandTrick = simulateCombat({
...shared,
cards: {
HandTrick: { name: "HandTrick", cost: 0, kind: "Skill", block: 7 },
Shield: shared.cards.Shield,
Gamble: shared.cards.Gamble,
},
}, () => 0.999999);
assert.equal(withHandTrick.playerHpRemaining, 80);
assert.equal(withoutHandTrick.playerHpRemaining, 0);
});
test("simulateCombat: extraPoisonTicks adds an extra poison tick at enemy turn start", () => {
const shared = {
cards: {
Accelerant: { name: "Accelerant", cost: 1, kind: "Power", extraPoisonTicks: 1 },
Poison: { name: "Poison", cost: 1, kind: "Skill", poison: 2 },
},
starterDeck: ["Accelerant", "Poison"],
monsters: [{ name: "Dummy", maxHp: 3, intents: [{ kind: "Attack", value: 0 }] }],
};
const withTick = simulateCombat(shared, () => 0.999999);
const withoutTick = simulateCombat({
...shared,
cards: {
Accelerant: { name: "Accelerant", cost: 1, kind: "Power" },
Poison: shared.cards.Poison,
},
}, () => 0.999999);
assert.equal(withTick.win, true);
assert.equal(withTick.turns, 1);
assert.equal(withoutTick.turns, 2);
});
test("simulateCombat: poisonApplicationBurstEvery bursts after every third poison application", () => {
const shared = {
cards: {
Outbreak: { name: "Outbreak", cost: 1, kind: "Power", poisonApplicationBurstEvery: 3, poisonApplicationBurstDamage: 11 },
Poison1: { name: "Poison1", cost: 0, kind: "Skill", poison: 1 },
Poison2: { name: "Poison2", cost: 0, kind: "Skill", poison: 1 },
Poison3: { name: "Poison3", cost: 0, kind: "Skill", poison: 1 },
},
starterDeck: ["Outbreak", "Poison1", "Poison2", "Poison3"],
monsters: [
{ name: "DummyA", maxHp: 11, intents: [{ kind: "Attack", value: 0 }] },
{ name: "DummyB", maxHp: 11, intents: [{ kind: "Attack", value: 0 }] },
],
};
const withBurst = simulateCombat(shared, () => 0.999999);
const withoutBurst = simulateCombat({
...shared,
cards: {
Outbreak: { name: "Outbreak", cost: 1, kind: "Power" },
Poison1: shared.cards.Poison1,
Poison2: shared.cards.Poison2,
Poison3: shared.cards.Poison3,
},
}, () => 0.999999);
assert.equal(withBurst.win, true);
assert.equal(withBurst.turns, 1);
assert.ok(withoutBurst.turns > withBurst.turns);
});
test("simulateCombat: firstCardDamageBonus applies on the first card played this turn", () => {
const data = {
cards: {
Strangle: { name: "Strangle", cost: 1, kind: "Attack", damage: 8, firstCardDamageBonus: 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: blockPerDamageDealtThisTurn grants block from damage dealt this turn", () => {
const data = {
cards: {
Mirage: { name: "Mirage", cost: 1, kind: "Skill", blockPerDamageDealtThisTurn: 1, block: 0 },
Strike: { name: "Strike", cost: 1, kind: "Attack", damage: 4 },
},
starterDeck: ["Strike", "Mirage"],
monsters: [{ name: "Dummy", maxHp: 4, 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: rewardOnKill grants an extra reward screen when an attack kills", () => {
const data = {
cards: {
TheHunt: { name: "TheHunt", cost: 1, kind: "Attack", damage: 10, rewardOnKill: 1 },
},
starterDeck: ["TheHunt"],
monsters: [{ name: "Dummy", maxHp: 10, intents: [{ kind: "Attack", value: 0 }] }],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, true);
assert.equal(r.bonusRewardScreens, 1);
});
test("simulateCombat: intangible cards reduce incoming damage and persist across turns", () => {
const data = {
cards: {
Wraith: { name: "WraithForm", cost: 3, kind: "Power", intangible: 2, endTurnDexLoss: 1, innate: true },
Strike: { name: "Strike", cost: 1, kind: "Attack", damage: 1 },
},
starterDeck: ["Wraith", "Strike"],
monsters: [{ name: "Dummy", maxHp: 1, intents: [{ kind: "Attack", value: 10 }] }],
};
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);
});
test("simulateCombat: shiv damage bonuses stack and first Shiv bonus applies once per turn", () => {
const data = {
cards: {
Accuracy: { name: "Accuracy", cost: 1, kind: "Power", shivDamageBonus: 2 },
PhantomBlades: { name: "PhantomBlades", cost: 1, kind: "Power", firstShivDamageBonus: 3 },
Shiv: { name: "Shiv", cost: 0, kind: "Attack", class: "shiv", damage: 1 },
},
starterDeck: ["Accuracy", "PhantomBlades", "Shiv"],
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, 1);
});
test("simulateCombat: shivAoe makes Shivs hit all enemies", () => {
const data = {
cards: {
FanOfKnives: { name: "FanOfKnives", cost: 2, kind: "Skill", addShiv: 2, shivAoe: true },
Accuracy: { name: "Accuracy", cost: 1, kind: "Power", shivDamageBonus: 2 },
Shiv: { name: "Shiv", cost: 0, kind: "Attack", class: "shiv", damage: 1 },
Pass: { name: "Pass", cost: 99, kind: "Skill" },
},
starterDeck: ["Accuracy", "FanOfKnives", "Pass"],
monsters: [
{ name: "A", maxHp: 3, intents: [{ kind: "Attack", value: 0 }] },
{ name: "B", maxHp: 3, intents: [{ kind: "Attack", value: 0 }] },
{ name: "C", maxHp: 3, intents: [{ kind: "Attack", value: 0 }] },
],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, true);
assert.equal(r.turns, 1);
});