feat(slay-the-spire-like): support source entity in effect targeting
Update `getEffectTargets` to accept a `sourceEntityKey`. This allows "self" targets to correctly resolve to the entity triggering the effect (e.g., a player or a specific enemy) rather than defaulting to a hardcoded player reference.
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@ -107,12 +107,16 @@ export function* getEffectTargets(
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target: CardEffectTarget | EffectTarget,
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target: CardEffectTarget | EffectTarget,
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game: CombatGameContext,
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game: CombatGameContext,
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targetId?: string,
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targetId?: string,
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sourceEntityKey: "player" | string = "player",
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) {
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) {
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if (target === "all" || target === "team") {
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if (target === "all" || target === "team") {
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for (const enemy of getAliveEnemies(game.value)) {
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for (const enemy of getAliveEnemies(game.value)) {
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yield enemy;
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yield enemy;
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}
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}
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} else if (target === "self") {
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} else if (target === "self") {
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const entity = getCombatEntity(game.value, sourceEntityKey);
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if (entity) yield entity;
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} else if (target === "player") {
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yield game.value.player;
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yield game.value.player;
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} else if (target === "target") {
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} else if (target === "target") {
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if (!targetId) return;
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if (!targetId) return;
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@ -98,7 +98,12 @@ export function createTriggers(run: IRunContext) {
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for (const { trigger, target, effects } of card.cardData.effects) {
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for (const { trigger, target, effects } of card.cardData.effects) {
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if (trigger !== "onPlay") continue;
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if (trigger !== "onPlay") continue;
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for (const [effect, stacks] of effects)
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for (const [effect, stacks] of effects)
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for (const entity of getEffectTargets(target, ctx.game, ctx.targetId))
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for (const entity of getEffectTargets(
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target,
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ctx.game,
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ctx.targetId,
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source,
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))
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await triggers.onEffectApplied.execute(ctx.game, {
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await triggers.onEffectApplied.execute(ctx.game, {
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effect,
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effect,
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entityKey: entity.id,
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entityKey: entity.id,
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@ -121,7 +126,12 @@ export function createTriggers(run: IRunContext) {
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for (const { trigger, target, effects } of card.cardData.effects) {
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for (const { trigger, target, effects } of card.cardData.effects) {
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if (trigger !== "onDiscard") continue;
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if (trigger !== "onDiscard") continue;
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for (const [effect, stacks] of effects)
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for (const [effect, stacks] of effects)
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for (const entity of getEffectTargets(target, ctx.game))
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for (const entity of getEffectTargets(
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target,
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ctx.game,
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undefined,
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source,
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))
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await triggers.onEffectApplied.execute(ctx.game, {
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await triggers.onEffectApplied.execute(ctx.game, {
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effect,
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effect,
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entityKey: entity.id,
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entityKey: entity.id,
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@ -142,7 +152,12 @@ export function createTriggers(run: IRunContext) {
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for (const { trigger, target, effects } of card.cardData.effects) {
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for (const { trigger, target, effects } of card.cardData.effects) {
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if (trigger !== "onDraw") continue;
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if (trigger !== "onDraw") continue;
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for (const [effect, stacks] of effects)
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for (const [effect, stacks] of effects)
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for (const entity of getEffectTargets(target, ctx.game))
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for (const entity of getEffectTargets(
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target,
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ctx.game,
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undefined,
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source,
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))
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await triggers.onEffectApplied.execute(ctx.game, {
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await triggers.onEffectApplied.execute(ctx.game, {
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effect,
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effect,
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entityKey: entity.id,
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entityKey: entity.id,
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@ -236,7 +251,12 @@ export function createTriggers(run: IRunContext) {
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const source = ctx.sourceEntityKey ?? enemy.id;
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const source = ctx.sourceEntityKey ?? enemy.id;
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for (const [target, effect, stacks] of intent.effects) {
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for (const [target, effect, stacks] of intent.effects) {
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for (const entity of getEffectTargets(target, ctx.game))
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for (const entity of getEffectTargets(
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target,
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ctx.game,
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undefined,
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source,
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))
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await triggers.onEffectApplied.execute(ctx.game, {
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await triggers.onEffectApplied.execute(ctx.game, {
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effect,
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effect,
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entityKey: entity.id,
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entityKey: entity.id,
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@ -382,12 +382,6 @@ describe("desert triggers", () => {
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}),
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}),
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);
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);
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const triggers = getTriggers();
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const triggers = getTriggers();
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const stormEffect = createEffect("storm", "permanent");
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ctx._state.produce((draft) => {
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const enemy = draft.enemies[0];
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enemy.effects.storm = { data: stormEffect, stacks: 2 };
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});
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await triggers.onEnemyIntent.execute(ctx, { enemyId: "风暴之灵-0" });
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await triggers.onEnemyIntent.execute(ctx, { enemyId: "风暴之灵-0" });
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