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systemic-game-design-course/course/06-parser/reference/ts/src/engine/aura.ts
T
Lucas WintherandClaude Opus 5.5 372c99c306 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>
2026-11-11 10:44:06 +01:00

54 lines
2.4 KiB
TypeScript

// Auras, the one routine that applies trigger multipliers, and the lookup for
// damage redirects.
//
// An aura is data on a card: a continuous effect its minion has while in play.
// The engine never asks "is that card on the board?" in the middle of resolving
// something. It takes a snapshot of the auras in force at defined points (an Aura
// Update) and every rule reads the snapshot.
//
// Hearthstone runs two kinds of Aura Update when the outermost Phase ends: one for
// Health/Attack auras before the Death Creation Step, and one for every other aura
// after it. Trigger multipliers are "Other" auras, so a minion that dies in a Death
// Creation Step no longer multiplies the Deathrattles of that step's Death Phase.
// Summoning a minion also runs an Aura Update.
import type { TriggerOn } from "./card";
import type { EntityId, PlayerId, World } from "./world";
/** Aura Update (Other): replace the snapshot with the auras of every minion now in play. */
export function auraUpdateOther(world: World): void {
world.setActiveAuras(
world.minionsInPlay().flatMap((id) =>
world.card(world.cardName(id)).auras.map((aura) => ({ owner: world.ownerOf(id), source: id, aura })),
),
);
}
/**
* The minion that takes damage meant for `player`'s hero, if a redirect is in force:
* the oldest (order of play) of `player`'s minions with a `damageRedirect` aura in the
* snapshot. The snapshot lists minions oldest first, so that is the first one found.
*/
export function redirectFor(world: World, player: PlayerId): EntityId | undefined {
return world.activeAuras().find((a) => a.aura.type === "damageRedirect" && a.owner === player)?.source;
}
/**
* How many times a trigger listening for `on`, on a minion `owner` controls, activates
* when it resolves. Reads the snapshot from the last Aura Update. With no multiplier in
* force the answer is 1. Multipliers with `stacking: "max"` contribute their largest
* `times`; each `"additive"` one adds `times - 1` extra activations.
*/
export function activations(world: World, owner: PlayerId, on: TriggerOn): number {
let max = 1;
let extra = 0;
for (const { owner: auraOwner, aura } of world.activeAuras()) {
if (aura.type !== "triggerMultiplier") continue;
const { trigger, times, stacking } = aura;
if (auraOwner !== owner || trigger !== on) continue;
if (stacking === "max") max = Math.max(max, times);
else extra += times - 1;
}
return max + extra;
}