feat: replacement effects in Module 4 (Armor absorption, Bolf Ramshield redirect)
Applying a Damage to one target now runs DAMAGE_STEPS = [redirect, armor]
first. A damageRedirect aura (Bolf Ramshield, fetched from the wiki) sends
damage meant for its owner's hero to the oldest such minion; Armor absorbs
damage to a hero before Health, logged as the new ArmorLost{player, amount}
just before a full-amount Damaged. Four new Module 4 tests; propagated to the
references of Modules 4-10 in both tracks; card schema, catalog, card JSON,
harness.md, Lessons 2, 4 and 5 updated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,4 +1,5 @@
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//! Auras, and the one routine that applies trigger multipliers.
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//! Auras, the one routine that applies trigger multipliers, and the lookup for
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//! damage redirects.
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//!
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//! An aura is data on a card: a continuous effect its minion has while in play.
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//! The engine never asks "is that card on the board?" in the middle of resolving
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@@ -12,7 +13,7 @@
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//! Summoning a minion also runs an Aura Update.
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use super::card::{Aura, Stacking, TriggerOn};
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use super::world::{ActiveAura, PlayerId, World};
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use super::world::{ActiveAura, EntityId, PlayerId, World};
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/// Aura Update (Other): replace the snapshot with the auras of every minion now in play.
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pub fn aura_update_other(world: &mut World) {
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@@ -21,6 +22,7 @@ pub fn aura_update_other(world: &mut World) {
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for &aura in &world.card(world.card_name(id)).auras {
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active.push(ActiveAura {
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owner: world.owner_of(id),
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source: id,
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aura,
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});
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}
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@@ -28,6 +30,17 @@ pub fn aura_update_other(world: &mut World) {
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world.set_active_auras(active);
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}
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/// The minion that takes damage meant for `player`'s hero, if a redirect is in force:
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/// the oldest (order of play) of `player`'s minions with a `DamageRedirect` aura in the
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/// snapshot. The snapshot lists minions oldest first, so that is the first one found.
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pub fn redirect_for(world: &World, player: PlayerId) -> Option<EntityId> {
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world
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.active_auras()
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.iter()
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.find(|a| matches!(a.aura, Aura::DamageRedirect { .. }) && a.owner == player)
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.map(|a| a.source)
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}
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/// How many times a trigger listening for `on`, on a minion `owner` controls, activates
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/// when it resolves. Reads the snapshot from the last Aura Update. With no multiplier in
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/// force the answer is 1. Multipliers with `Stacking::Max` contribute their largest
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@@ -40,7 +53,10 @@ pub fn activations(world: &World, owner: PlayerId, on: TriggerOn) -> u32 {
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trigger,
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times,
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stacking,
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} = active.aura;
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} = active.aura
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else {
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continue;
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};
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if active.owner != owner || trigger != on {
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continue;
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}
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@@ -65,6 +65,23 @@ pub enum Aura {
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times: u32,
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stacking: Stacking,
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},
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/// Damage that would be dealt to the aura owner's hero is dealt to the aura's
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/// minion instead (see `DAMAGE_STEPS` in `queue.rs`).
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DamageRedirect { from: RedirectFrom, to: RedirectTo },
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}
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/// Whose damage a redirect takes: the card format's `"friendlyHero"`.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Deserialize)]
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#[serde(rename_all = "camelCase")]
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pub enum RedirectFrom {
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FriendlyHero,
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}
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/// Who takes redirected damage. `This` is the card format's `"self"`: the aura's minion.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Deserialize)]
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pub enum RedirectTo {
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#[serde(rename = "self")]
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This,
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}
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/// Who an effect touches. `This` is the schema's `"self"`.
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@@ -28,6 +28,12 @@ pub enum Event {
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player: PlayerId,
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amount: i32,
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},
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/// Armor absorbed `amount` of a Damage to `player`'s hero. The `Damaged` that follows
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/// shows the full amount.
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ArmorLost {
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player: PlayerId,
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amount: i32,
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},
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StatsChanged {
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id: EntityId,
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attack: i32,
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@@ -13,7 +13,8 @@
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//!
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//! Module 4: auras as card data, Aura Updates at defined points, and one
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//! routine that decides how many times a queued trigger activates. Playing a
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//! minion from hand, and Battlecries.
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//! minion from hand, and Battlecries. A second interceptor, replacement: the
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//! steps that rewrite a Damage before it lands (a redirect, then Armor).
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//!
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//! Module 5: behaviour as data. Cards are definitions in the course's card format,
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//! loaded from JSON; one interpreter turns their effects into actions. Assemble
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@@ -35,9 +36,9 @@ mod world;
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pub use assemble::{assemble, register_assembled, AssembleError, Half};
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pub use card::{
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Aura, Card, CardDef, CardLibrary, CardType, Clause, Effect, PoolFilter, Stacking, Target,
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Trigger, TriggerOn,
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Aura, Card, CardDef, CardLibrary, CardType, Clause, Effect, PoolFilter, RedirectFrom,
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RedirectTo, Stacking, Target, Trigger, TriggerOn,
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};
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pub use event::Event;
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pub use queue::{run_sequence, summon, Action, Ctx};
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pub use queue::{run_sequence, summon, Action, Ctx, DamageStep, DAMAGE_STEPS};
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pub use world::{Chooser, EntityId, PlayerId, World, Zone, HERO_HEALTH};
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@@ -13,12 +13,16 @@
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//! decided by one routine, `activations` in `aura.rs`, from aura data on cards.
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//! Nothing here knows which cards multiply which triggers.
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//!
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//! Module 4, second interceptor: replacement. Before a Damage changes the world,
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//! the steps in `DAMAGE_STEPS` may rewrite it, in that order: a redirect changes
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//! who takes it, then Armor takes what it can of damage to a hero.
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//!
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//! Module 5: a card's effects are data. Each one is interpreted (`effect.rs`) and
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//! its actions performed before the next effect of the same ability is read, so
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//! "Assemble a minion. Give all minions in your hand +2/+2." buffs the new minion.
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use super::assemble::assemble_from_pool;
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use super::aura::{activations, aura_update_other};
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use super::aura::{activations, aura_update_other, redirect_for};
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use super::card::{Effect, PoolFilter, TriggerOn};
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use super::death::death_creation_step;
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use super::effect::actions;
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@@ -77,6 +81,21 @@ pub enum Action {
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},
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}
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/// A step that may rewrite one Damage to one target before the world changes.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum DamageStep {
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/// Damage to a hero whose owner has a `DamageRedirect` aura in force goes to that
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/// aura's minion instead (the oldest one's, if several).
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Redirect,
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/// Damage to a hero lowers its owner's Armor first, then Health.
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Armor,
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}
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/// The order the steps run in. Each runs once per Damage, so a rewritten Damage is
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/// never offered to a redirect again. A redirect comes first: Armor protects only
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/// the hero that actually takes the damage.
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pub const DAMAGE_STEPS: [DamageStep; 2] = [DamageStep::Redirect, DamageStep::Armor];
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/// What an effect may look at when it runs.
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pub struct Ctx<'a> {
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pub world: &'a World,
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@@ -146,8 +165,7 @@ fn perform(world: &mut World, action: Action) {
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targets.sort_by_key(|&id| world.order_of_play(id));
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let mut events = Vec::new();
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for target in targets {
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world.damage(target, amount);
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events.push(Event::Damaged { target, amount });
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events.push(apply_damage(world, target, amount));
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}
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react(world, &events);
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}
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@@ -217,6 +235,36 @@ fn run_effects(
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}
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}
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/// Deal one Damage to one target, after the steps of `DAMAGE_STEPS` have rewritten it.
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/// Returns its Damage Event, which names whoever took it.
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fn apply_damage(world: &mut World, target: EntityId, amount: i32) -> Event {
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let mut taker = target;
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let mut absorbed = 0;
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for step in DAMAGE_STEPS {
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match step {
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DamageStep::Redirect => {
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if world.is_hero(taker) {
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taker = redirect_for(world, world.owner_of(taker)).unwrap_or(taker);
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}
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}
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DamageStep::Armor => {
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if world.is_hero(taker) {
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let player = world.owner_of(taker);
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absorbed = world.armor(player).min(amount);
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if absorbed > 0 {
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world.lose_armor(player, absorbed);
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}
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}
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}
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}
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}
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world.damage(taker, amount, absorbed);
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Event::Damaged {
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target: taker,
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amount,
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}
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}
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/// A Phase: queue every trigger that responds to `events`, then resolve them one by one.
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fn react(world: &mut World, events: &[Event]) {
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// Fill the Queue: for each event (already in order of play), each listener in order of play.
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@@ -34,10 +34,11 @@ struct Entity {
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pending_destroy: bool,
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}
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/// An aura in force: which player's minion has it.
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/// An aura in force: which minion has it, and that minion's owner.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub struct ActiveAura {
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pub owner: PlayerId,
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pub source: EntityId,
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pub aura: Aura,
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}
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@@ -351,11 +352,19 @@ impl World {
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self.depths.clear();
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}
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pub fn damage(&mut self, target: EntityId, amount: i32) {
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self.entity_mut(target).health -= amount;
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/// `target` takes `amount` damage, of which `absorbed` was already taken by Armor
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/// (see `lose_armor`): Health drops by the rest. The event shows the full amount.
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pub fn damage(&mut self, target: EntityId, amount: i32, absorbed: i32) {
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self.entity_mut(target).health -= amount - absorbed;
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self.record(Event::Damaged { target, amount });
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}
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/// `player`'s hero's Armor absorbs `amount` damage.
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pub fn lose_armor(&mut self, player: PlayerId, amount: i32) {
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self.sides[player as usize].armor -= amount;
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self.record(Event::ArmorLost { player, amount });
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}
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/// Draw the top card of `player`'s deck (the first in the list). An empty deck
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/// records `Fatigue` and changes nothing else.
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pub fn draw(&mut self, player: PlayerId) {
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@@ -25,6 +25,7 @@ pub enum GameEvent {
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Drew { player: Player, id: Id },
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Fatigue { player: Player },
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ArmorGained { player: Player, amount: i32 },
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ArmorLost { player: Player, amount: i32 },
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StatsChanged { id: Id, attack: i32, health: i32 },
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SpellCast { card: String },
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}
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@@ -43,6 +44,7 @@ impl GameEvent {
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Event::Drew { player, id } => GameEvent::Drew { player, id },
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Event::Fatigue { player } => GameEvent::Fatigue { player },
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Event::ArmorGained { player, amount } => GameEvent::ArmorGained { player, amount },
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Event::ArmorLost { player, amount } => GameEvent::ArmorLost { player, amount },
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Event::StatsChanged { id, attack, health } => {
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GameEvent::StatsChanged { id, attack, health }
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}
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@@ -73,6 +75,9 @@ impl std::fmt::Display for GameEvent {
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GameEvent::ArmorGained { player, amount } => {
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write!(f, "ArmorGained{{player: {player}, amount: {amount}}}")
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}
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GameEvent::ArmorLost { player, amount } => {
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write!(f, "ArmorLost{{player: {player}, amount: {amount}}}")
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}
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GameEvent::StatsChanged { id, attack, health } => {
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write!(
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f,
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@@ -1,4 +1,5 @@
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// Auras, and the one routine that applies trigger multipliers.
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// Auras, the one routine that applies trigger multipliers, and the lookup for
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// damage redirects.
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//
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// An aura is data on a card: a continuous effect its minion has while in play.
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// The engine never asks "is that card on the board?" in the middle of resolving
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@@ -12,17 +13,26 @@
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// Summoning a minion also runs an Aura Update.
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import type { TriggerOn } from "./card";
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import type { PlayerId, World } from "./world";
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import type { EntityId, PlayerId, World } from "./world";
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/** Aura Update (Other): replace the snapshot with the auras of every minion now in play. */
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export function auraUpdateOther(world: World): void {
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world.setActiveAuras(
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world.minionsInPlay().flatMap((id) =>
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world.card(world.cardName(id)).auras.map((aura) => ({ owner: world.ownerOf(id), aura })),
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world.card(world.cardName(id)).auras.map((aura) => ({ owner: world.ownerOf(id), source: id, aura })),
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),
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);
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}
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/**
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* The minion that takes damage meant for `player`'s hero, if a redirect is in force:
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* the oldest (order of play) of `player`'s minions with a `damageRedirect` aura in the
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* snapshot. The snapshot lists minions oldest first, so that is the first one found.
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*/
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export function redirectFor(world: World, player: PlayerId): EntityId | undefined {
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return world.activeAuras().find((a) => a.aura.type === "damageRedirect" && a.owner === player)?.source;
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}
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/**
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* How many times a trigger listening for `on`, on a minion `owner` controls, activates
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* when it resolves. Reads the snapshot from the last Aura Update. With no multiplier in
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@@ -32,9 +42,10 @@ export function auraUpdateOther(world: World): void {
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export function activations(world: World, owner: PlayerId, on: TriggerOn): number {
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let max = 1;
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let extra = 0;
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for (const active of world.activeAuras()) {
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const { trigger, times, stacking } = active.aura;
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if (active.owner !== owner || trigger !== on) continue;
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for (const { owner: auraOwner, aura } of world.activeAuras()) {
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if (aura.type !== "triggerMultiplier") continue;
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const { trigger, times, stacking } = aura;
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if (auraOwner !== owner || trigger !== on) continue;
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if (stacking === "max") max = Math.max(max, times);
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else extra += times - 1;
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}
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@@ -36,8 +36,13 @@ export function triggerLabel(on: TriggerOn): string {
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* the aura owner's owner, activate `times` times each. `stacking` says how several
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* multipliers for the same trigger combine: `"max"` takes the largest (two copies of
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* a doubler still double); `"additive"` adds each copy's extra activations.
|
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*
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* `damageRedirect`: damage that would be dealt to the aura owner's hero is dealt to
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* the aura's minion instead (see `DAMAGE_STEPS` in `queue.ts`).
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*/
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export type Aura = { type: "triggerMultiplier"; trigger: TriggerOn; times: number; stacking: "max" | "additive" };
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export type Aura =
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| { type: "triggerMultiplier"; trigger: TriggerOn; times: number; stacking: "max" | "additive" }
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| { type: "damageRedirect"; from: "friendlyHero"; to: "self" };
|
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/** Who an effect touches. */
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export type Target = "self" | "allMinions" | "allOtherMinions" | "allOtherCharacters" | "enemyHero" | "chosen";
|
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@@ -11,6 +11,8 @@ export type Event =
|
||||
| { type: "Drew"; player: PlayerId; id: EntityId }
|
||||
| { type: "Fatigue"; player: PlayerId }
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||||
| { type: "ArmorGained"; player: PlayerId; amount: number }
|
||||
/** Armor absorbed `amount` of a Damage to `player`'s hero. The `Damaged` that follows shows the full amount. */
|
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| { type: "ArmorLost"; player: PlayerId; amount: number }
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||||
| { type: "StatsChanged"; id: EntityId; attack: number; health: number }
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| { type: "SpellCast"; card: string }
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||||
/**
|
||||
|
||||
@@ -13,7 +13,8 @@
|
||||
//
|
||||
// Module 4: auras as card data, Aura Updates at defined points, and one
|
||||
// routine that decides how many times a queued trigger activates. Playing a
|
||||
// minion from hand, and Battlecries.
|
||||
// minion from hand, and Battlecries. A second interceptor, replacement: the
|
||||
// steps that rewrite a Damage before it lands (a redirect, then Armor).
|
||||
//
|
||||
// Module 5: behaviour as data. Cards are definitions in the course's card format,
|
||||
// loaded from JSON; one interpreter turns their effects into actions. Assemble
|
||||
@@ -39,5 +40,5 @@ export {
|
||||
type TriggerOn,
|
||||
} from "./card";
|
||||
export type { Event } from "./event";
|
||||
export { Ctx, runSequence, summon, type Action } from "./queue";
|
||||
export { Ctx, DAMAGE_STEPS, runSequence, summon, type Action, type DamageStep } from "./queue";
|
||||
export { HERO_HEALTH, World, type Chooser, type EntityId, type PlayerId, type Zone } from "./world";
|
||||
@@ -13,12 +13,16 @@
|
||||
// decided by one routine, `activations` in `aura.ts`, from aura data on cards.
|
||||
// Nothing here knows which cards multiply which triggers.
|
||||
//
|
||||
// Module 4, second interceptor: replacement. Before a Damage changes the world,
|
||||
// the steps in `DAMAGE_STEPS` may rewrite it, in that order: a redirect changes
|
||||
// who takes it, then Armor takes what it can of damage to a hero.
|
||||
//
|
||||
// Module 5: a card's effects are data. Each one is interpreted (`effect.ts`) and
|
||||
// its actions performed before the next effect of the same ability is read, so
|
||||
// "Assemble a minion. Give all minions in your hand +2/+2." buffs the new minion.
|
||||
|
||||
import { assembleFromPool } from "./assemble";
|
||||
import { activations, auraUpdateOther } from "./aura";
|
||||
import { activations, auraUpdateOther, redirectFor } from "./aura";
|
||||
import type { Effect, PoolFilter, Trigger, TriggerOn } from "./card";
|
||||
import { deathCreationStep } from "./death";
|
||||
import { actions } from "./effect";
|
||||
@@ -44,6 +48,21 @@ export type Action =
|
||||
/** Give one entity +attack/+health. */
|
||||
| { type: "buff"; id: EntityId; attack: number; health: number };
|
||||
|
||||
/**
|
||||
* A step that may rewrite one Damage to one target before the world changes:
|
||||
* - `"redirect"`: damage to a hero whose owner has a `damageRedirect` aura in force
|
||||
* goes to that aura's minion instead (the oldest one's, if several);
|
||||
* - `"armor"`: damage to a hero lowers its owner's Armor first, then Health.
|
||||
*/
|
||||
export type DamageStep = "redirect" | "armor";
|
||||
|
||||
/**
|
||||
* The order the steps run in. Each runs once per Damage, so a rewritten Damage is
|
||||
* never offered to a redirect again. A redirect comes first: Armor protects only
|
||||
* the hero that actually takes the damage.
|
||||
*/
|
||||
export const DAMAGE_STEPS: readonly DamageStep[] = ["redirect", "armor"];
|
||||
|
||||
/** What an effect may look at when it runs. */
|
||||
export class Ctx {
|
||||
constructor(
|
||||
@@ -111,10 +130,7 @@ function perform(world: World, action: Action): void {
|
||||
// Area damage: every Damage Event is created, in order of play, before any reaction.
|
||||
const targets = [...action.targets].sort((a, b) => world.orderOfPlay(a)! - world.orderOfPlay(b)!);
|
||||
const events: Event[] = [];
|
||||
for (const target of targets) {
|
||||
world.damage(target, action.amount);
|
||||
events.push({ type: "Damaged", target, amount: action.amount });
|
||||
}
|
||||
for (const target of targets) events.push(applyDamage(world, target, action.amount));
|
||||
react(world, events);
|
||||
break;
|
||||
}
|
||||
@@ -170,6 +186,31 @@ function runEffects(world: World, effects: Effect[], ctx: Ctx): void {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Deal one Damage to one target, after the steps of `DAMAGE_STEPS` have rewritten it.
|
||||
* Returns its Damage Event, which names whoever took it.
|
||||
*/
|
||||
function applyDamage(world: World, target: EntityId, amount: number): Event {
|
||||
let taker = target;
|
||||
let absorbed = 0;
|
||||
for (const step of DAMAGE_STEPS) {
|
||||
switch (step) {
|
||||
case "redirect":
|
||||
if (world.isHero(taker)) taker = redirectFor(world, world.ownerOf(taker)) ?? taker;
|
||||
break;
|
||||
case "armor":
|
||||
if (world.isHero(taker)) {
|
||||
const player = world.ownerOf(taker);
|
||||
absorbed = Math.min(world.armor(player), amount);
|
||||
if (absorbed > 0) world.loseArmor(player, absorbed);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
world.damage(taker, amount, absorbed);
|
||||
return { type: "Damaged", target: taker, amount };
|
||||
}
|
||||
|
||||
/** A Phase: queue every trigger that responds to `events`, then resolve them one by one. */
|
||||
function react(world: World, events: Event[]): void {
|
||||
// Fill the Queue: for each event (already in order of play), each listener in order of play.
|
||||
|
||||
@@ -25,9 +25,10 @@ interface Entity {
|
||||
pendingDestroy: boolean;
|
||||
}
|
||||
|
||||
/** An aura in force: which player's minion has it. */
|
||||
/** An aura in force: which minion has it, and that minion's owner. */
|
||||
export interface ActiveAura {
|
||||
owner: PlayerId;
|
||||
source: EntityId;
|
||||
aura: Aura;
|
||||
}
|
||||
|
||||
@@ -271,11 +272,21 @@ export class World {
|
||||
this.depths = [];
|
||||
}
|
||||
|
||||
damage(target: EntityId, amount: number): void {
|
||||
this.entity(target).health -= amount;
|
||||
/**
|
||||
* `target` takes `amount` damage, of which `absorbed` was already taken by Armor
|
||||
* (see `loseArmor`): Health drops by the rest. The event shows the full amount.
|
||||
*/
|
||||
damage(target: EntityId, amount: number, absorbed = 0): void {
|
||||
this.entity(target).health -= amount - absorbed;
|
||||
this.record({ type: "Damaged", target, amount });
|
||||
}
|
||||
|
||||
/** `player`'s hero's Armor absorbs `amount` damage. */
|
||||
loseArmor(player: PlayerId, amount: number): void {
|
||||
this.sides[player].armor -= amount;
|
||||
this.record({ type: "ArmorLost", player, amount });
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw the top card of `player`'s deck (the first in the list). An empty deck
|
||||
* records `Fatigue` and changes nothing else.
|
||||
|
||||
@@ -34,6 +34,7 @@ export type GameEvent =
|
||||
| { type: "Drew"; player: Player; id: Id }
|
||||
| { type: "Fatigue"; player: Player }
|
||||
| { type: "ArmorGained"; player: Player; amount: number }
|
||||
| { type: "ArmorLost"; player: Player; amount: number }
|
||||
| { type: "StatsChanged"; id: Id; attack: number; health: number }
|
||||
| { type: "SpellCast"; card: string };
|
||||
|
||||
|
||||
Reference in new issue
Block a user